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Okay, let's start our first project. The main goal in this project is to warm up
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in Substance Painter and practice all the things that we learned until now and
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we are going to learn so many things inside this project. So this is a very
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simple and easy task to do in Substance Painter and we have this pot. This is the
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steel pot and we can export it from our 3D modeling software. For example in here
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I'm using 3ds Max so I can export it with FBX format and import it to
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Substance Painter and work on it. But before doing this step we need to
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prepare our model for Substance Painter. The first one, the first step is check
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your topology. We need to check the topology and avoid any NGON on the
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topology. We should have just
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polygon and triangle. Okay, so the second step is check your surface normal and you should avoid
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from this kind of effect on the surface. So how we can solve this problem? We can use
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weighted normal modifier or a smooth modifier inside 3ds max. You can also search for your
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software, for example, what is the modifier which act like this, a modifier weighted normal or a
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smooth. So I'm going to use weighted normals and it's going to solve our issue. As you can see
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it's okay. I'm going to convert it to editable poly and the third step is to make sure our model
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set on 0, 0, 0 coordinates. So these are three simple steps that we should and we consider.
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inside our 3D modeling software. And let's talk about the UV because it's very important
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and I'm going to explain about UV inside another software which is called
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RizomLab, the perfect solution for UV unwrapping. And you can follow the structure
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inside your 3D modeling software, for example 3ds Max or Blender, nothing too fancy. We are just
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talking about the best and ideal situation that we should consider for the UV unwrapping.
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So let's go for the RizomLab and talk about the UV. Okay now I'm going to select my model,
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go to file, export, export selected, save, and in the export dialog window you are going to
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check just smoothing group and turn off all the features that we have here and just press okay.
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Yeah let's go for the checking.
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Okay now it's time to talk about the unwrap and in unwrapping phase you need to consider a lot of things but in here we are not going to cover all the details and how we can unwrap any model.
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We just need to know some tips about how to pack and how to organize our UV islands inside the UV space.
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And after that we go on the Substance Painter and start our texturing process.
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So the first thing is we have a 0-1 UV space as you can see and the main goal of unwrapping is to create a 2D translate of 3D model.
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So this is the 3D model and we are going to create some textures for that.
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So how we can apply our textures on the 3D model?
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With UV we can do that, okay?
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So this is a translate from a 3D model inside the 2D world, okay?
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And now we need to consider some factors when we are unwrapping and we are creating a translate
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to have a better translate and make sure everything is all right in texturing process, okay?
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So the first thing is try to have clean and straight UV island as much as possible, okay?
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So when you, for example, create unwrap from this section, okay?
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You have this kind of UV island and it's better to use straight tools.
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and make a perfect straight line because when you're in texturing part it could help you a lot.
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Okay, so this is the first thing that we should consider and the main goal in UV packing
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and the packing it means we are going to make arrangement of the location of the UV island.
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Okay, the main goal in UV packing is to fill up all the space in UV space and if we have
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something like this, this is the warning. But it's okay for this project because our asset is so small
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and we are not in a project actually, we don't have any
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and limitation on texture size or anything else and we can do this kind of packing it's okay for us
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but we can fill up the space with just breaking this big uvi land to a smaller part okay like this
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yeah this is the better version but the main problem is when you are breaking up
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the uvi land you are just creating a seam and the seam inside texturing it means
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you are going to disconnect the texture that you are using here from here and it's not a good
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okay so let's create a new project inside substance painter so for doing that we can go to file
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and use new okay
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and in here we can select a template that we are going to use inside Substance Painter
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and 99% we use ASM or Adobe Standard Material as a default template
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but when you want to for example export the texture at the end for example blender
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you can use blender template or for example if you are going to export to Unreal Engine
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you can use Unreal Engine template but we are going to use ASM PBR metallic roughness
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for 99% of the project and you can export for any software at the end when you want to export
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the textures okay so this is the template I'm going to select PBR metallic roughness
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and in here we can load our 3D
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model. Okay so let's go press on select and I just need to select my FBX file and press on open.
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So this is the path that 3D model is loading from and that's it. So we have a section
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which is called project setting. We can set a document resolution for texture set in beginning
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of the project. For example I'm starting with 1K but don't worry you can change this option any
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time that you want during the project or even at the end when you decide to export. Okay so
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the other matter that's very important is normal map format. I suggest you strongly suggest you
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to use DirectX as a default.
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And if you are using a specific template, for example you're using Blender, the
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setting is going to be changed depending on the template. Okay, so don't worry
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about that, but I strongly suggest you to use DirectX inside Substance Painter
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and whenever you want to export the texture from Substance Painter you can
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change the normal format very easy. It's not a big deal at all. Okay, let's go for
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the UV tile. If I want to explain the UV tile for you, for this model we put all
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the UV island on one UV space, right? And we explain that if we have a complex
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model, for example for a bitmap, we have three different texture sets. Okay, so
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each texture set has different UV island. Okay, the texture set and separate UV
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island and UV space, it's an old-fashioned way to texture in Substance Painter. Okay,
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in modern workflow you can put all the UV space beside each other and use
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UDIMs inside Substance Painter with UV tile workflow and you can paint on all
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UV island and all UV spaces inside one texture set and you can manage your work
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very easy and fast and work on big and high-quality assets in Substance Painter.
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So, this is not...
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...our feature right now. We are not going to use that. It's okay, we can skip that.
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But I want to give you an idea what is the UV type.
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And maybe in one project we decide to use that. I don't know.
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Let's go for the project and we can decide over there.
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And let's go for the import settings.
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For the import settings, we don't have any camera inside our fix file, so we just skip that.
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The next option in the new project window is Auto Unwrap.
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It's very powerful and we are going to use that when we don't have any UV and unwrap for our model.
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But for this model, we have UV, so we can skip that.
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And the rest of the options here, they are not useful for us.
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So, I'm going to press OK and open.
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the new project in Substance Painter. Okay, now it's time to set the setting for display and the
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viewport. So, for the first setting I'm going to display setting and change environment map to
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something like Tomoko's Studio. Okay, and let's increase the exposure to 1 and we can play with
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the environment opacity. Let's go for the Tune Mapping function and change it to ACES.
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And now I'm going to change the focal length to something like 60. Okay, let's increase the opacity
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and now I have a very good and clean viewport.
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Okay, so
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We have one texture set, as you can see, the size is 1K, we can increase it to 2K.
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And let's go for the texture set setting. We have base color, height, roughness, metallic, and normal.
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And now I want to add ambient occlusion channel.
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And we don't have any mesh maps, and I'm going to explain you what is the mesh maps,
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and what is the purpose to have mesh maps inside Substance Painter.
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We just did the setting related to display, and it's okay for now.
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And let's go for the shader. In the shader setting, there is nothing that I want to enable right now.
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The default setting is okay, and yeah.
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Let's go for the mesh maps and explain what is the mesh maps exactly.
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