If you want a cool 2D painterly style on your 3D character and are struggling with how to get that in Subtance Painter and Maya then this tutorial is for you! I used this method for my senior capstone short.
I hope this video blows up!!! Not only are you the only person I’ve seen demonstrate how to paint DIRECTLY on the WORLD SPACE NORMAL MAP in SUB PAINTER, but you also applied this technique to Maya rather than blender like most 3d Artists! Wish I could have watched this video a month ago!🤣🤣🤣 THANK YOU😮💨
You mad lad! I think this is the only video on youtube that explains how to paint normals like this in Substance Painter and not in Blender! Thank you, you saved my life!
Hey, ive been working on some handpainted normals recently and wanted to share a tip with you (or anyone in comment section) Instead of clicking the color picker, you can press "P" if youre on a paint layer. This is specially usefull because you can even sample de color of the normal map when seeing the whole PBR Material. When working with normal maps it can quickly become unsure how the colors are being interpreted by the software, so painting while watching the PBR material can be really useful. Great job and thanks for sharing !
this really deserves more recognition. I'm a new 3D artist and we're using maya for school, I've been really curious on how they made textures for TMNT, Spiderverse, etc. They've all been demo-ing in Blender, so thanks a billion for doing this video ❤
Great demo! I worked out a different method for painting on the world space normal in Substance, but I think yours is a bit more intuitive to pick up since mine requires a custom channel to get started.
Your gamma is off for your world space normal, have you figured out how to fix that yet? You can tell because the colors at 9:30 don't match the colors at 5:45, which are lighter versions of those rainbow colors. Also there are shading seams when you import the world space normal. If the gamma was correct, the shading wouldn't have changed when you imported the baked world space normal into the layer. I'm not super knowledgeable about Substance but I have a feeling it's treating the baked world space as SRGB instead of linear, or maybe something gets broken with the bit depth being 8 instead of 16. Other than that one arcane technical issue, your technique is excellent. I'm going to have to try this.
Thanks so much for this :) If I was to export the textures into Unreal Engine would it still be dilation + Transparent? or would I need to set it to something different?
This is great! Only problem I’m having is that when I color pick from the normal map it’s picking the opposite color. If you know what I’m doing wrong lmk!!
It did! I am having another issue where my colors get significantly duller when I change the base color to a color filter. Is there a way to adjust this?
Does anyone know why when I put the World space normal in the normal channel, suddenly the edge of my uvs mapping are showing directly on the model ? Like a straight line clearly splitting my normal, exactly where I cut my uvs ? helpp
im getting darker spots and dots as i continue painting on the model in substance painter... any idea on why that occurs? i followed every step you've shown but it keeps appearing no matter what i do 😭😭
I can think of two reasons why this may be happening. 1, if I am understanding you correctly you have painted on your normal map texture, and have moved on to painting color on the character correct? The darker areas are places that the normal map says should be darker. You could try recoloring areas of the normal map so that they don't appear as dark. 2, it could be an issue with your UV. I know substance does auto-unwrapping of UVs, but perhaps there are areas of the mesh that are being weird. Examine your mesh for holes, overlaps, and ngons, and consider remeshing what you're painting. Hope this helps!
@@arilizart9375 thank you so much for your help!! i tried tampering with my uv and i noticed some overlaps it works great now!! also this is such a good video 😭😭 I'm a slow learner so having a step by step tutorial is such a godsent! thanks so much for such an in-depth tutorial 💖💖💖
Hi ! Thank you so much for your tuto, it's really cool. However, on my side, the color I pick is never the same when I paint it than it looked in the color picker. ( violet is yellow for example ) It only happen when I'm in Normal mode. Did you enconter this problem at some point ?
Great question! That can happen when something hasn't been set to "normal". Double check that your brush is only coloring using normal, that the layer you are coloring on is set to normal, and that you are looking at it through the normal view
Hello!!! I really like this video and it's giving me a lot of new thoughts of substance painter! I have a small question about it after I tried, is that in "normal" view, my color is coming together very smoothly, but when it turns into "material" view, the UV line will be very clear, it will be divided into two parts (or more) at the UV line. Do you know how can I fix it? Thank you soooooo much!!
Thank you very much for your kind message! I wish I had a good answer for you but unfortunately, I don't :/ I've had that happen to me as well, and so far my "solution" to it has been to try and cover it up with the paint strokes. They always end up looking way better in maya than in the substance lighting
@@icentev8452 its a bit old but it did the job for me, just search "handplane baker gumroad" the accounts name is "handplane3d" its free for non commercial use. Theres also some people who talked about it on polycount and blenderartists if you need more information. im not sure my last comment was able to be send bc of the gumroad link, so im trying again :>
@@sarah.elghadouini What is "Handplane"? Is this something in Substance Painter, or is it a function in a different software (IS it a different software?)