Ok what's prepare of the model for exporting to substance painter first of delete all the objects except the
Objects also get rid of the parent no now we need to return it to its original position
You can do that by switching to animation and sweating weight tag and cooking reset bind pose
And after that you can remove all the animation also delete the surface modifier and
Export the body and head object substance painter doesn't understand the difference between
Import everything as one-sided object but it does create separate extra cells for each way
And it's important that we keep these selection sets and their corresponding materials
Twice on the material tag to change the colours for clarity we won't
These materials for the redo we only need them for export into substance painter if I select the first
Section tag you see that is called plastic and the next following material is also called plastic
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And in a selection field we also have plastic this is the selection tag with
How's the polygons to which this material is applied in the material manager
You can see your three materials in it and they are named accordingly and the same way
The texture sets will be called in substance painter when we export this model for example if I remove that
Action target the materials won't know which polygons to apply to and all this is imported into subs
Painter as one solid object likewise if I delete all the materials then that also get import
Does a solid object therefore make sure that you have these selection tag and materials save before export
It's also important to export the UV coordinates and Farm tag with all the sweets for hair eyes and mouth
But I still want to export these objects in substance painter so that I can see the whole character one
Substance painter doesn't understand individual objects that's what's so I called
Objects and press connect objects and delete delete all the tags except the font
And inform tagore disable angle limit as well just in case
What's the like all the polygons see what the normals work and wicker wine normals when will need to pay
Play separate extra said before the head object in order for substance painter to create a separate material for it
Just hold down ctrl or command on map and copy the material and rename it to head
After that I'll drag it onto the head object now substance painter I will treat this as for
Turn objects also before exporting to substance painter we have to make sure that all objects
Have UV coordinates going to do an elaborate sweep but make a flat so that we
Separate TV tiles for the eyes mouth and hair that way we can at least recolor them in different
This is why I also like the object go to the tags menu and select set uvw
Projection now I'll switch way out to UV edit mode if you select the UV tag you should
This flat projection and if you don't have a generator that's what all the polygons go to the
Switching tab and click flat next I want to pack them I'll do this by Simply going
Will you be packing and cooking apply w check right away that the rest of the sweets are ok as well
During the rendering will use subdivision surface make a texture for a low poly model
Formations me appear after subdivision surface
So what's create a subdivision surface and export a high polygon model
Besides it will be more convenient for us to draw on a smooth model this leotard on my mum
Call intersects with the body and some places and that's ok because what
Do it before rendering will be uncomfortable to dry in substance painter on such overlapping geometry
Therefore will select the polygons of the leotard using normal move move them slightly away from
I will only use this model to draw in substance painter so it may be slightly different
The main thing is that the number of polygons and you'll be sweeps or identical
Start again to make sure there are no overlaps it will be convenient to draw on such a leotard
A few words about what happens to the UV sweeps after subdivision as you know subdivision simply
This one polygon and split into 4 and then it averages the positions of the new points
We have four times as many polygons now subdivision surface must generate new sweets for
What's 1 polygon into 4 smaller polygons what selects
Television service and see what the new sweet looks like the new points are averages between neighbouring points in exam
Play the same way you can find it three different modes of smooth and UV coordinates in a subdivision surface
Attributes I have by the 4th as you can see all the new points are
Interpolating the same boundary when I took all the co-curate and non-coherent geometry
If I switch to standard mode the positions of all new points aren't average that all we just create new
If you look at the same boundary if she does not change it all
And in Banbury mode we smooth out all the points except for the seams is very important to
One of these modes before you start drawing textures this is because if you draw texture for a sweep in Banbury
Switch to another mode during rendering you won't get the seems to match in shape boundary is fine
Me in most cases but I suggest you experiment with different kinds of extrapolation to see how the texture of
No point to subdivision at subdivision surface and I won't subdivide the head
So after that we can export tomorrow as an OBJ party make your substance
Open substance painter and create a new project
Set the resolution to 20:48 and leave the rest of the settings as I did
Make sure that auto unwrap is unchecked and quick ok
When is the 3D viewport to in the camera you simply hold on
And three different mouse buttons and of viewports where you can see your UV sweep
Navigation is exactly the same here this list contains all your text recettes
Exactly as you name them in cinema you can hide those extra sets of that you don't want to work with
At this moment you can find tools for controlling the camera and he puts in this area here you can
Muse you can also find shortcuts for that
They're also under the texture setlist where you can find layers in these layers are very similar to
Layers in Photoshop what's choose a brush and there's a lot of settings here I'll talk about them later
Awesome please choose a colour and now you can paint directly on the model on the selected layer
You can do this in both 3D viewport and UV viewport
Difference with photoshop is that you can draw not only colour but also other channels notice that I
Only colour in a board in the brush tool right now what's try to disable the colour and enable
The metal change its value right away so you can see how the preview of the material changes here
Now if I start drawing on the model this area becomes more metalized we can do this
Game with the other channels for example if we choose roughness and at high values it will be more
Values it will be glossy
Understanding of how the material works you can while holding down shift and right now
Rotate the direction of the white alternatively you can draw on the different channels
We ordered one's example if I turn on three channels at once and for example select
Blue colour change some more values you can see what the result will look like in this little preview
And now you can draw on multiple channels at the same time
If you want to see what it looks like on an individual map go to this menu and for example
This is what the base colour looks like and we can also look at metallic and notice that
Elijah areas are more metallized than are darker areas
What's check that and the same was roughness we have wider areas that are more Matt
You're not very familiar with this concept I suggest you practise and draw on different maps
Example pay attention to the Small Part I can only choose metal and draw circle like this
If I not switch to material mode you'll see that the circle has become lost metallic
Is useful to manually draw on the different channels to understand how the program works
However in practice is completely inconvenience to work with so many channels at the same time so what's delete
The weather and creative fill layer the settings of this layer are very similar to the brush settings it feels all
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Canos were side colours as an example I can select read here and I just a metallic roughness
And so on now I'll create another fill layer and make another material like this blue
Now also like a blue layer and prey black mask when the mask is selected that we can draw
Directly on this mask this is very similar to working with masks in Photoshop
It will be handy or to not paint over different channels with a brush but to change the parameters of
Different materials independently of one another note that these layers have different
They were just like in photoshop it means that just in this case now then
Where is superimposed on the previous layer and there's also opacity if I disable opacity
As you can see the car has changed and we can see that base colour
Example metal and roughness are unchanged
This is because the blending modes for each channel or separate here you can change
Channel and changes binding mode
So I'll remove only roughness and oh keep the colour of the same as it was
Play explain the brush settings to the top you can see here the pretty standards
Size flow everything is very similar to the settings and brushes in Photoshop
There are also settings in this panel here you can enable or disable the stylus pressure
In this case for thickness and for transparency
In normal mode the brush works in the model space and therefore if I paint on the uvc
How long the edge that line will be on the part of the geometry that joins with that scene
Does gives us the ability to paint over the scenes so they aren't visible if you want to
Maintaining sweet space switch alarm ants 2UE mode now if I draw along
The edge of the seam the brush will behave as if it were a drawing on a flat surface
You can also change the alpha it's pretty obvious here you can select it from the West
If you want a standard alpha back in the search type sheep
The standard presets have pretty logical names so you can use this search to search by keyword
The brush also has a standard mode here you can choose alpha but this time it will be expanded to
Screen if you hold down ass you can move and skillet by holding down different mouse buttons
It works like a normal template you paint over that area and it's very handy to use for different
Whose logos and things like that
And these are the settings below you've already seen as well as it's just in the channel colours individually
You can also use material mode this is where you probably noticed the material library you can take
Play material and drop it in here all these materials have different settings you can also enable
Animals and Dracula with the material what we try to fix some other material
All this information will just break into the wire into different channels but as you remember that's not really
More comfortable working with wires so let me delete this later for now and create a fill layer
This layer has the same material mode and we can put any material from the standard library
Free internet where you can drop material right into the layers panel depending on the material
Either be a fully or a full air in material mode
Right now I'll delete all the textures and layers and let's go to the texture set settings tab
Total bottom and quick bake maps
You're I have the default settings but I have 2048 output size
Pixelated textures substance different Maps based on the curvature of
Office and the position of the points out of 2 each other
This may take some time after that go straight to settings and remove ayo intensity
There are a bunch of new maps on this list what's take a look at some of them they also appeared
So what's the colour code curvature for example
Temperature of the mash as an example we have dark areas in the cavities and white areas in a convict
There is also an ambient occlusion and it's important to understand that these maps
Strongly depend on resolution of the mash and now we can mix these maps in different ways and used
Also what is a plastic object and show you how it works using it as an example
Delete all the layers and creative fill layer for example I'll make it some kind of red colour
When I prayed another Phil they're and this will be my second material
Play the black mask on the top material and add generator on the mask
Now click here to select a generator from the list there are many different
For example what shoes generated art does generator generates a black and white mask
And we use her to mix two different materials it has a lot of various settings
You can change the level or the contrast you can also see here which Maps are used
To generate this mask I won't tell you about the settings of each generator there are a lot of them
And there are a lot of settings to and in order to learn substance painter effectively is much better to you
Huge library of links as you can see there are various alpha library
Brushes masks and so on
And we also have smart masks well let's do some masks and drop them in here
How much pretty good right away in doing so you can explore a house organised you can disconnect
Connect different generators also if you like them you can copy and paste them into other masks or you can
It's all together and try another one
Different types of materials in the material library what's the like for some of them like this one in the sky
Parametric material it has a certain limited number of settings and all these
Are some house sewn into this material so is just one layer and we can to change that pattern very
There is another type of material what was gold for example
Is basically a fill layer that has exposed colors metal roughness and things like that
Besides parametric materials we have smart materials now I want to make plastic parts
What's type plastic into the search and see what we have also like to plastic used
Open it in the layer panel material is a combination of fill layers masks generators
That's all folks so Innocence you can assemble exactly the same material on your own
And then you can pack it into a folder and create your own smart material
Can you use ready-made smart materials because then you can learn the structure and in a
You work on the same principle there are only two layers in this material or disable one
This is a fill layer with some colour assign to it
We can change that colour and put the generator on it
If I disable it you can't see it very well so what's increased intensity
And it's the generator as you can see that adds this kind of texture generally I like
The temperature we can change the scale you can switch between these modes
See what is affecting and in this case for the most part it only affects normal
Now in the Slayer we also have the fill layer
By default we have linear dodge mode increase the opacity values
To make it more obvious
If you hold down shift and click on the mass you can disable it to temporarily to see what the film looks like
In this case it's a white fill layer now let's look at what generators we have in the mask
I have one generator called The Mask editor it also mixers these maps
What settings here you can try to increase the contrast balance and other things
We also have taxes increase or decrease the impact of this text right here
We can also replace the structure with some other texture
Like this as an example
But I generally like the way this effect looks ok I'll probably just it
Also in the base plastic layer I want to adjust the roughness to make the wheels a little glossier
Oh no I like everything I want to add some more dirt what's make the dirt material or selves
What's 3 to fill layer
I'll Make It Black
What's increase the roughness
Lowest rated black on this layer
You can draw on it
What you can choose a mask from the list of priests
What's the sum of the dust occlusion
As you can see is already pretty good for creating diet
The only thing I have to do is to adjust it's appearance in bed
And I can also reduce the opacity
If you are satisfied was listening teary all and you want to save it to use it again you can save it as a
Add material and it will appear in this list in order to do that let's rename it
Alcohol is my plastic next right click on it and quikrete smart material
So now it appears in this list and it'll always be here that is for example I can select
Different objects in a different scene and just drop it in here
On the inside there will be a folder with all the layers that you've made us go back to the plastic
I want to repaint some objects in other colours like this material
I only want to change the colour you can do that by creating other fill layer and all created before
Scotts
Why if I put some other car now
You'll see that the dirt and scuffs are still visible
No I wanted to affect only that part the brakes
Do that or create a black mask
I didn't either dry it as usual or I can use this polygon fill to
By default it shows one polygon was the colour of your choice in our case white
Where you can select my Oculus also in MASH film Ozil highlights
The entire connected geometry
What's the saying for dependant on another field
Choose a colour I'll make it something almost black
I feel that operator black mask on it using the polygon fill tool to mask out of the xylem
These are the parts I want to make metallic material for them I type in
Search for metal
Archie's some material and drop it in
What see what it looks like as you can see we have a bum from the bottom material
This can happen for several reasons what's the blending modes
Two height mode and by the fault we have linear dodge
What's use normal to completely overlap the previous layer to do the same for the normal channel
Witcher 2 normal mode as well doesn't work because we have these channels the same
What's time in the morning and now we have the high channel completely overlap in the old material
Are we going to create another black mask in the same way and highlight to the necessary details
If you change your mind about this material but still want to keep the mask you can look at other materials
This material looks good to me
Unfortunately we can't just drop the mask we have to create a mask on and you later and then right
Steak on the Old mask and quick coffee mask when on the new mask quick
The mask
Finally you can now delete the old layer
No I want to draw the texture for the rest of the clothes I'll start by quickly sketching temporary
For the body and hair to make it more obvious
It's the same here also like body create a fill layer choose the colour I need
Then I choose head and also remove unnecessary layers and create a fill layer
If I want to repaint the eyes I'll create add paint that way I can paint with
Power on top of this full layer for this also like the fill polygon tool and by selecting the desired
Colour to paint the desired ornaments
Now let's get to the clothes that texture set and search for fabric to
From some place
How to use this first standard material and remove the extra layer
Pretty simple with only two layers the base colour of the bottom layer
I also want to adjust the size of the texture by the way is convenient to scale the texture in
UV sleep mode for this kind of material
What's also take a look at what is this where a layer looks like he is very low
Increase it for clarity I like it I won't even that much
But I also want to add some dirt in Hollows
Azure role create another fill layer
Auto rename it we Paint It Black
And adjust the roughness
Auto Trader black mask
And after that also liked some smart mask
Adjust the settings slightly change the contrast and level a bit
And maybe decrease the amount of G B I also think that bump
It's too strong on this material you can change the height a little bit in this parametric
Halcyon technical properties I want to turn down the dirt a bit more
I think it's extra black right now
I like this material I want to repaint some elements on the shoes
That operates more fill layers
As usual or change the colour disable and necessary channels so that the fabric is Max then
Create a mask and using polygon fill repaint some elements
Renault repeat the same for the rest of the elements
We have the shoes ready I want to sign other materials to the other elements of the clothing
So are we named this folder to choose so that I don't mix it up with the other materials
What see how it all looks together
And for the socks alright in the fabrics search again and choose some material
I like the texture of this material change its colour
Right now we'll see that height or normal from the bottom material doesn't overlap
Switch to hybrid mode change the blending mode to normal and do the same with the norm
Channel
No I'm going to just this material I want to decrease the scale of the structure bit
What is the colour of Lidl
So I can add a mask and highlight just the socks
I want to add some dirt and I'll try to copy the dirt from another material first
You can drag and drop by holding down ctrl or command on Mac
Create a folder and put these two layers there and rename it's too socks
Currently the dirt texture is applied to the whole clothing because it's not limited by The Mask
Can apply the mask to the whole folder of mask on a folder and copy it from the fabric layer
Ben Pease 30 into the photomask and now we can remove the mask from the fabric player
I want to use the same material for the wristbands for all copy all the material and rename it
I also want to clear the mask you do that all right click and quick clear mask
Ok now I need to select the wristbands I use polygon fill for this as well
Generally I like it
We still have a headband on our head this is while highlight the mask when I use polyfilla to
It also
You should get 3 folders
And for the leotard I use the same material that I used for the secrets
Material by holding down ctrl or command on Mac
Now I'll create a mask
What's the Lyca leotard with polygon fill
So now we still need to remove least three colours only just one
And I adjust the material of the leotard
Also are slightly decreased the height range I want to make this material a little more metallic
Do that operate another fill layer and we've only the metal and roughness channels on it
Just a little bit
Next I want to draw these White Stripes here
Therefore as usual or create another fill layer and make it white
Draw the straps on a mask
How increase the hardness to maximum in the brush settings and disable the effect of the stylus
Then I just the radius of the brush and see how they are roughly positioned
It'll be convenient to use the symmetry mode the stripes will be arranged roughly this way
I need to draw flat lines in some manner it would be handy to switch to orthographic
You and hold shift and rotate the camera front OC I want to draw the line in the sand
And I don't need the cemetery for that the lazy Mouse is very good for a drawings
Wines
Right now I'll turn on the symmetry and draw the rest of the lines
Or the shorts I won't do the material in substance because I want to do a more complex heater at the rendering
Sage
Lowry painted in a colour to make it more visual for now
I'm also using a preset for the scan I'm going to use a smart materials alright in
Search for skin and use skin face already looks very cool and awesome for this
Cartoon characters
What see what layers in has in a folder
How to disable all the layers for now and starting with the bottom one it's a regular Phil there was different channel
Skin detail add small spots to add more
It's in material mode and you can adjust the settings of this material
Does skin Purge layer is also fill it has different textures in different channels in particular
Roughness height and Colour
It just mostly as height
If we increase the volume a little bit it's probably a kind of noise which adds a little uneven
The colour of the skin
This layer is almost pure ambient occlusion on the mask
Liqueur gives the film Layer we also have a fill layer with an ambient occlusion
Up in The Mask slightly adjust the level and invert the occlusion
It was good now but during the animation the clothes will slightly shift in relation to the position
Due to this you might see these rigid boundaries here for that reason
Paint on this mask you can paint over the mask in it as well using for example
Porsche
Overlap all the old generators this is a pretty standard way to fix the automatic
Regenerated maths a bit
Now I'll choose a soft brush and change this colour to soften these boundaries
We still have the SS layer which is an acronym that stands for subsurface scattering
This is a kind of imitation of the translucency of thin areas of the skin
It doesn't always work correctly that was all geometry but now you see that for example
Fingers and toes and the years are more translucent than the figure body that is why these poor
I will look slightly redder
But since I'm not going to make super realistic skin now and this course is for beginners
Use heads to add a little reddish tint in places that are like
What's start by softening these intersections so that we don't have these white wines
Play through an animation we need to create paint on a mask as well in order to paint over
I also put a little bit of redness back in these places we have the oral abscess in the mouth
As well how remove them also
Went out redness in a cheeks the years the nose area
Is just going to add a little bit of vividness
You can also make the elbows and knees slightly redder
This way you can also make more complex skins you can make several layers or even materials for different
Skin types for example oily skin skin for the neck for the fingers and then combine it
Does masks
But we have a cartoon character so I just make a basic blank like that
Stop see what it looks like all together
Now I can experiment with the colours first or disable SS and ambient occlusion
Turn and match the base colour to the reference colour
Nextdoor change the ambient occlusion colour so that it was better with the skin
You'll probably be a bit of a dark blue
And the red SS doesn't really fit here
I suppose that all imagine is kind of a jelly man and he probably has a kind of green
Blue blood and it would probably be translucent in a sort of light blue colour
But you can also experiment with colours it's up to your own taste I want to increase the roughness
So to make it last grassy also adjust few of the channels and maps
In particular I want to increase the scale of skin texture
And also add a little more colour variation by increasing the capacity of the skin patches
If you want you can add for example a mask to this layer and use it to make this effect is more obvious
And what's a somewhere also I want to add moles
What's Alexa mother skin texture for that
No I think the structure is great for Mol all delete the extra layers here and give it
A dark blue colour
I end up with only two layers left in this folder and open a mask over the whole folder
Now we have several options we can draw these mols manually like this by Simply drawn with a brush
What me makes three most temporarily and adjustable beds
Now I want to make them protrude that's why I need to increase the height of this material
You're too lazy to deal with the smart material and find where to adjust its height
Play add the full layer inside the folder on top of all the other layers
Disable over channels except height and increase its value slightly
The setting this is what I need
Eventually I decided to leave one layer in this folder all together so now let's clear the mask
Try to use generator to add more for Cedar away
Play purpose out of Phil on the mask you can change its colour from black to white or we can use
Texture what's look for what texture is the library has
I found one like this in Dirt 3 and it's already pretty similar to freckles or moles
We just need to select the contrast and balance to make them all look good to us
You can also experiment with noise parameters
There's also nothing that prevents us from using more than one of these generators we can just copy this generator
And you still have them at once
I want to make the second layer denser but less intense
This one look more like freckles and add realistic skin detail
Now also add paint and I can add a few large moles by hand
In addition I can change the colour to black and overlap what was on the lower layers to dull the sea
The shorts the bird and head objects will be shaded already in rendering face and if you can
Time to where the texture is you have what's export done
You do this quite file export textures
Select global settings then select the folder where you want to save all the textures
Here we can leave the default settings so we don't need to bake the head texture
What see what texture is were going to have baked in body we don't need all the maps
Will we need base colour metallic roughness and normal OpenGL
That is only these 4 should remain
What's do the same for the rest of the texture sets
And in the stab you can see all the textures that will be exported if everything
Fine you can click export
And to make sure that everything was exported correctly all select the body material and loaded text
Light base colour
This is temporarily for now we won't use those materials for rendering the main thing is to make sure that the
Pictures match the UV sweeps on this model