I really like the way you explain things step by step, it really helps me understand what exactly is changing what. I still dont feel even remotely capable of doing some complex smart material like this from scratch lol. But it has given me a much better understanding of the different layers and filters. I bought a bunch of smart mask/smart material packs off of art station that are extremely high quality, but they are so much more complicated to adjust than the default smart materials that ship with substance painter. Now I feel a bit more confident reverse engineering the different layers and customizing them just right. Thanks
Great tutorial, always like how detailed you explain things step by step. Remember you from the sci-fi chest texturing tutorial on Substance painter official channel, didn't know you have your own youtube channel :D
Thank you! I was thinking I used all standard maps that ship with Painter. Do you have the name of the map that is not showing for you? Which version of Painter are you using. We did update to add new grunge maps a few versions back.
Thank you for this lovely tutorial. I wonder how SP treats the height and normal information when exported in case I have a low poly model. In that case, a displacement map will be a disaster and I may only want a normal map... I wish you could make a tutorial on low poly and height information. (I'm using blender 4.0) Thanks again!
@@wes.mcdermott thanks for the fast reply. Sorry, but I'm still confused. SP has both height and norm channels to choose from in a layer. So which one to choose? And why both exist? If the exported displacement map and normal map both carry the same height information, what happens if we use both in the case of a high poly model back in blender?. And what is displayed in SP's viewport? Is it displacing the mesh or just treating the normal, or both?
i've followed you step by step yet my blue doesnt look like it has any height to it. It doesnlt look like it is a layer of paint on top of the material below
Hi Wes, I hope you can help me with this question. When I add the blue base layer in (4.54) on top of the first base later that you made it takes the hight information (in 02.00) and I don't know why.
Hi! The issue is that the height and normal information is passed up through the layer stack. You need to set the blending mode for the height and normal channels to the "Normal" setting. I will make a video to show how this works.
when I added Peel Edge layer, the edge placement doesn't match to the Peel layer and it doubles the edge, I adjusted Peel Edge blur to make it not look like doubled edge, and it doesn't look good. help.
@@wes.mcdermott thanks for the reply, maybe it happened because I was using bigger model with relatively lower texture so it didn't look good as much. I am trying to adjust some bars and numbers to make it look better. if I need your help again, I will leave the comment again.
Hi Wes! Thanks for this tutorial it's really helpful. I was trying to follow your steps and ran into some issues while placing the "Peel" layer with "Outline Mask" on my model. When I try to create the outline, I really have no leeway to change the settings. For example, I get a good result on 0.01 and a bad result already on 0.03. I saw you went from 0 to 1 with noticeable changes. Another thing that's causing me problems is the actual outline because it doesn't fit the edges of my mask properly when I do the peel. It appears to have an offset and looks weird. Do you have any suggestions?
Thanks! So glad you liked the video. I am sorry to hear you had some issues. I wonder if it might be UV related. The mask outline filter is using the UVs of the mesh to create the outline. It doesn't use baked map data. So in this case, your UVs can have an effect on the mask. Do you have a lot of padding between the UV shells on your mesh?
@@wes.mcdermott thanks for the reply! Not so much pudding but since I’m doing complex game ready assets using a single 4K uv space due to optimization, probably the texel density is too low to manage this values? It’s the only thing I imagine could affect this. It is possible? Anyway I noticed that the highpass filter works in a similar way but with less control on sides (inner both or outer) and was a little bit better for my case 😁 I’ll wait for your opinion. Thanks a lot!
Either of those are good options. Both are good for showcasing models. The most important thing to keep in mind is not so much the renderer, but the aesthetic of your render. Lighting is key. You want to make sure you have really nice lighting to showcase your materials.
Awesome tutorial! btw, for those who dont know how to separate the bottom height from the top one here is a tutorial for that ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TNL42Efzcy8.html
I understood everything, but the way you did it didn’t help at all, didn’t get the same look prolly mess up some where Bc u did do it from the start u just went over it,
No problem at all : ) I appreciate hearing your feedback. I totally understand getting frustrated trying learn software with videos that don't fully explain. I am taking note for my future videos.
It is so rare to find such a comprehensive, detailed tutorial, simply BRILLIANT, and thank you so much for yor generosity to share this knowledge/file with us. ♥
I'm normally scared of masks and always think I'm messing up... but patience and a little knowledge will help us create amazing effects. this video taught me a lot. Thank you!!
@@wes.mcdermott Today I tried to add your paint effect to a wooden base but Im getting (still) the veins textures through the paint, I know that sometimes painting wood will get this effect (to be able to see the veins texture) but I was trying to achieve an effect where the paint would be overlapping the normal/height. I tried to change the layer mode in the normal channel, and it kinda helped in some places of my mesh, but didnt completely overlap. Do you have any tips for that? Ty in advance!
It would be really help full if next to a layer (for instance a fill) where an anker point is used an anker appears in the layer stack. Sometimes I think visual information could be improved. Also when changing the channels from Base color to Height I miss this visual information. Because it can early been over seen
Hello, I am Korean. Can you make a lecture? And there are many types of programs, so please let me know what are the characteristics. Insufficient information.
i have a problem when a bottom layer with some hieght elements breaks through upper layer and i see that hieght effects on it in 4:48 dont have any hieght on blue layer from "base" layer wich including some hieght effects
I think the issue is coming from the blending mode for the height channel. Check out this video for the tip on how to address the blending modes. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-J5_mQJ9E8g0.html&lc=UgzGfybg89J9IoTAVux4AaABAg
Hi, the bake is a process of computing mesh information into a 2D texture. For example, a curvature baker will create a 2D texture that is white around all of the curved areas of a mesh. The purpose of these "baked" maps is to aid in the texturing process. Our texture generators and filters use these baked maps. For example, the metal edge wear uses the curvature and ambient occlusion bakes to figure out how to place scratches on the edges of the object.
I think they are a mix; however, they are mostly procedurally generated. You can also import your own grunge maps to the library for use in any project.
Insane tutorial! I even added a wooden texture underneath the peeling paint and set the paint group to replace for the height! It absolutely looks wild! Thank you!
goodness gracious, i'm coming here as a substance painter noob, trying to get a grasp on the intense power of substance painter and my mind is blown, i've been using it all wrong...basically as a "model painter" xD i have much to learn! thank you!
Glad you liked the video! Can you provide some more details on what you mean with shade and height. I am sorry, I am little confused on what part is not working.
This is brilliant, I was thinking of gradient filter for colouring noise information but didn’t catch it in substance painter. Learned something from your tut! And I would say it’s all about experimenting, you can’t actually master it until you try and fail
Thanks! Totally agree, it's all about experimenting and trying to see what works best for you. So many ways to do things in Painter. I find it's not about right or wrong, but what works best for you.
Hello Wes, i have a doubt. I have modeled a 3d door with multiple textures for diffrent parts of the mesh all the textures on the model are in the same uv space 1001-1005. how do i work on such a model in substance after texturing in export page i see it shows 330 textures selected. what am i doing wrong? :)
Hello! There are different ways to work with UVs. If you have 1001-1005 then I think you had the UV tiles feature checked. You can work this way and typically you would have one Material applied for the entire mesh and each set of UV shells are placed in different UDIM or tiles such as 1001-1005. The other method is to apply a material for each part of the mesh you want a texture set. In Painter, a material will become a texture set.
Hello, Great tutorial ! I'm beginner on substance, i have to raise the height value on the paint base color at 04:50 to have the same thickness effet which appears at 09:00 when you use the dirt generator. Is it normal or does it come from the version (im on V9) ?
It could be a discrepancy in the version. Sometimes there are tweaks to the generators between versions. However, this should be fine : ) It doesn't need the same values.
I've been trying to replicate the depth effect but I can't seem to find the way to do it. It's quite bugging me haha. My layers just build up instead of that nice layer separation effect.
For the depth effect, do you mean the peeling or the shadowing in the peeled areas? The biggest part to getting the depth is in the layer that uses the Mask Outline effect.
Thank you so much for this tutorial! It was very helpful. The way you explain and describe the process is super nice, really easy to follow and understand :)
Hi Wes, fantastic tutorial as always. I am having issues with the height information. So at 9:14 you start to slide the dirt level and there is a height separation from the material below. When I slide mine both materials are blending flat.
Thanks! So glad you liked the video. On the layer that has the mask applied for the dirt generator, do you have a little bit of height value? It could be that the layer has height set to zero.
i really love this software. In 2015 whilst doing my masters in the UK, i grabbed a copy of painter and tried to learn it, but sadly my laptop would just freeze. 8 years later i was able to afford a system with a dedicated GPU. Am trying to learn again. Thanks for the tutorials Mr. Wes.
keep the content coming! Youve taught me so much about layered smart masks! Also, how are you getting displacement from the edge of the paint? is it tesselation, i might missed that step
Thanks! Oh yeah. I forgot to mention that. I did go to the shader and enable tessellation with a very small height scale. It does make a nice difference though.
Great vid as always Wes, love the way you break down your process :) I'm not sure if this is already possible, but I'd love if you could promote filters or generators to the top of a folder - like the paint you used to add or cut into the paint. Would make sharing materials very powerful for artists!
Thank you much! We can now add filters to folders. This was a new feature that was recently added. I think I might be misunderstanding. Can you give me some more details on what you mean by promote the filters to the top? I can send this to the dev team.
@@wes.mcdermott I think they meant accessing the Paint layer on the top of the layer stack instead of having to scroll down and look for it. So when artists make this smart material and share it with each other, they don't have to scroll and find the Paint layer, it will just be sitting at the top which they can then edit.
Another fantastic tutorial. Thanks a lot Wes! I did similar material in Designer recently buuuut I can't paint the peeling effect in Painter using that material. Why I did that this way? Don't know;-) It's not possible to expose mask as a parameter in Designer to use it in Painter right?:-)
Thanks! Yes you can make the effect in designer and have the mask as an input node in Painter so that paint strokes from Painter will work as input to your Designer filter.
@@wes.mcdermott I just checked and there is indeed input grayscale node in designer. I’ve never seen this in any tutorial online. Is this something you would be willing to cover? I bet there are a lot more applications for input nodes in designer than simple masking for painter.
@@wes.mcdermott yeah thanks man. its been a steep learning curve even as someone who comes from a strong photoshop background. im actually starting to wish that photoshop did layers and masks like this! its confusing at first but is really powerful
Your tutorial on Substance Painter was incredibly detailed and informative, to the point where one could confidently say they've learned the fundamentals. I really appreciate how you kindly explained the usage in such a meticulous manner. Among all the Substance Painter smart material tutorial videos I've watched so far, yours stands out as the best. The added bonus of demonstrating how to make adjustments using paint later on was also greatly appreciated. I look forward to applying these techniques when working with other smart materials in the future. It seems like you put in a tremendous amount of effort, and I want to express my gratitude for sharing this valuable knowledge.🥰
If it's not too much trouble, I would like to name the 'smart material' I create by following this video after it. May I have your permission to cherish it in my library for a lifetime?
Thank you so much! I greatly appreciate it. Yes, please no permission needed :) Please feel free to use the material you create from the video as your own.
Amazing video! I really liked the designer approach you had, I think it helps to better understand how painter works and it also gives that extra step to your texture process. Thank you for sharing!
Please do a step by step from scratch. I don't know why, but mine's flat and completely different than what you have. Just new to substance. Thank you!
I can't believe I forgot to add the project file : ) I had it uploaded and ready to share and forgot to paste the link in the description. I updated the description with a link to the file. Here is the link. www.dropbox.com/s/muqgu8gyi6ydh84/PaintPeeling.zip?dl=0
My materials are always boring because I often use the same masks and generators, but following these video makes me realize how creative you can be. I recreated all your stunning levels step by step and I had a lot of fun, thanks for this video, it was really inspiring!