Polygonal Mind
  • Home
  • SERVICES
  • Projects
  • Decentraland
  • Blog
  • Assets
  • / CryptoAvatars

Blog

Substance Painter: Tips and Tricks

3/30/2021

0 Comments

 
The Mission
Resources 
Substance Painter is a PBR texturing software that has a multitude of tools that allow us to work in different ways.

​Learn advanced texturing methods.
  • Substance Painter
Substance Painter Tips and Tricks
Gradients with position map

Gradients in substance painter can be complex to do if we don't use the right tool, for this example we are going to make a gradient from red to gray in this character's pants.

To start we will need to have the position map baked, If it isn't, you can bake it directly in substance painter.
​
We start by creating a fill layer on top of the base color layer.
Gradient layer color layer
We create a mask on the gradient layer and add a 3d linear gradient generator.
3D gradient layer
Inside the generator we have the options of 3d position start and 3d position end, for the gradient to work correctly we have to pick the color of the model's position map.
Grafient position map
When we return to the material display mode you will see the result of the gradient.
Gradient color layer
Bake lighting

Baking lighting is a very simple and very useful process that can help us to highlight parts of the model and if the final model is not going to be affected by real lighting it can provide a more realistic touch.
​
We will start by creating a fill layer with the properties that we want to give the light to which we will add a light generator.
Bake lighting fill layer
Inside the generator we will find the properties of the generator such as the direction and the height or the intensity.
​
Once we have everything configured to our liking we will have to change the layer fusion option in case the light can work well with overlay, soft light although the best way is to try which one best matches the result we are looking for.
Light layer fusion
Light layer fusion
Anchor points

The anchor points are used for the intelligent masks to detect deformations of normals made in other layers that are not mapped to the normals map.
​
In this example we have a layer with height and we want the mask that we are going to create next to paint the borders automatically.
Anchor point intelligent mask
The first step is on the deformation layer to create an anchor point and create a layer with a smart mask, this layer will always have to be above the layer with the anchor point.
​
How can we check if we activate the moment layer it still does not work correctly since it does not affect the edges of the deformation that we have created in the previous layer.
Anchor point intelligent mask
To solve it we must enter the options of the smart mask and modify some attributes.
​
The first is in microdetails change the first two parameters to true the second is at the bottom, in Micro height, there we select anchor points and look for ours (its recommended to name the anchor points correctly) after doing this everything should work correctly.
Micro details menu
Ambien occlusion menu
Anchor point intelligent mask
Work the roughness 

The roughness map is one of the necessary ones in a PBR material, and also one of the most important when it comes to giving detail to a model, so it is important that in the PBR models the roughness has work and detail.
​
In the first image we have a model with a practically flat roughness, in the second image we have the same model with a much more worked roughness.
roughness map weapon
roughness map weapon
To achieve these results we can use smart masks, occlusion and curvature masks and of course textured brushes to give wear details.
​
Although it may seem very basic, the brightness changes of a material are what help to give a model realism.
Layer blending mode

Blending mode
Although this is something very obvious since it is used in most programs that work by layers in substance it is really powerful this is because we can select different fusion modes for the different channels.
​
In the upper area of the layers you will find the channel selector and in the right part the layer fusion options.
Normal blending mode
Example of Normal blending mode.
Soft light blending mode
Example of Soft light blending mode.
Picture
​Nestor Llop
3D Artist
I am a 3D artist who is passionate about sculpting creatures and characters.
Instagram
0 Comments



Leave a Reply.

    Categories

    All
    Decentraland
    Decentraland En Español
    Maya
    Metaverse
    Mixamo
    Morphite
    Substance Painter
    The Sandbox
    Totally Reliable Delivery Service
    Unity 3D
    Updates
    VRChat

    Archives

    March 2021
    February 2021
    January 2021
    December 2020
    October 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    December 2019
    October 2019
    September 2019
    August 2019
    June 2019
    May 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2016

    Picture
Home
Projects
Assets

Picture
Crypto
Friendly
Picture

Subscribe to get some 💚 in your inbox once in a while.

Follow us and your visit will never be forgotten!
Picture
Picture
Picture

 © 2015-2020 POLYGONAL MIND LTD. ALL RIGHTS RESERVED.
  • Home
  • SERVICES
  • Projects
  • Decentraland
  • Blog
  • Assets
  • / CryptoAvatars