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Original subtitles

Okay, let's start our first project. The main goal in this project is to warm up

in Substance Painter and practice all the things that we learned until now and

we are going to learn so many things inside this project. So this is a very

simple and easy task to do in Substance Painter and we have this pot. This is the

steel pot and we can export it from our 3D modeling software. For example in here

I'm using 3ds Max so I can export it with FBX format and import it to

Substance Painter and work on it. But before doing this step we need to

prepare our model for Substance Painter. The first one, the first step is check

your topology. We need to check the topology and avoid any NGON on the

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topology. We should have just

polygon and triangle. Okay, so the second step is check your surface normal and you should avoid

from this kind of effect on the surface. So how we can solve this problem? We can use

weighted normal modifier or a smooth modifier inside 3ds max. You can also search for your

software, for example, what is the modifier which act like this, a modifier weighted normal or a

smooth. So I'm going to use weighted normals and it's going to solve our issue. As you can see

it's okay. I'm going to convert it to editable poly and the third step is to make sure our model

set on 0, 0, 0 coordinates. So these are three simple steps that we should and we consider.

inside our 3D modeling software. And let's talk about the UV because it's very important

and I'm going to explain about UV inside another software which is called

RizomLab, the perfect solution for UV unwrapping. And you can follow the structure

inside your 3D modeling software, for example 3ds Max or Blender, nothing too fancy. We are just

talking about the best and ideal situation that we should consider for the UV unwrapping.

So let's go for the RizomLab and talk about the UV. Okay now I'm going to select my model,

go to file, export, export selected, save, and in the export dialog window you are going to

check just smoothing group and turn off all the features that we have here and just press okay.

Yeah let's go for the checking.

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.

We just need to know some tips about how to pack and how to organize our UV islands inside the UV space.

And after that we go on the Substance Painter and start our texturing process.

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.

So this is the 3D model and we are going to create some textures for that.

So how we can apply our textures on the 3D model?

With UV we can do that, okay?

So this is a translate from a 3D model inside the 2D world, okay?

And now we need to consider some factors when we are unwrapping and we are creating a translate

to have a better translate and make sure everything is all right in texturing process, okay?

So the first thing is try to have clean and straight UV island as much as possible, okay?

So when you, for example, create unwrap from this section, okay?

You have this kind of UV island and it's better to use straight tools.

and make a perfect straight line because when you're in texturing part it could help you a lot.

Okay, so this is the first thing that we should consider and the main goal in UV packing

and the packing it means we are going to make arrangement of the location of the UV island.

Okay, the main goal in UV packing is to fill up all the space in UV space and if we have

something like this, this is the warning. But it's okay for this project because our asset is so small

and we are not in a project actually, we don't have any

and limitation on texture size or anything else and we can do this kind of packing it's okay for us

but we can fill up the space with just breaking this big uvi land to a smaller part okay like this

yeah this is the better version but the main problem is when you are breaking up

the uvi land you are just creating a seam and the seam inside texturing it means

you are going to disconnect the texture that you are using here from here and it's not a good

okay so let's create a new project inside substance painter so for doing that we can go to file

and use new okay

and in here we can select a template that we are going to use inside Substance Painter

and 99% we use ASM or Adobe Standard Material as a default template

but when you want to for example export the texture at the end for example blender

you can use blender template or for example if you are going to export to Unreal Engine

you can use Unreal Engine template but we are going to use ASM PBR metallic roughness

for 99% of the project and you can export for any software at the end when you want to export

the textures okay so this is the template I'm going to select PBR metallic roughness

and in here we can load our 3D

model. Okay so let's go press on select and I just need to select my FBX file and press on open.

So this is the path that 3D model is loading from and that's it. So we have a section

which is called project setting. We can set a document resolution for texture set in beginning

of the project. For example I'm starting with 1K but don't worry you can change this option any

time that you want during the project or even at the end when you decide to export. Okay so

the other matter that's very important is normal map format. I suggest you strongly suggest you

to use DirectX as a default.

And if you are using a specific template, for example you're using Blender, the

setting is going to be changed depending on the template. Okay, so don't worry

about that, but I strongly suggest you to use DirectX inside Substance Painter

and whenever you want to export the texture from Substance Painter you can

change the normal format very easy. It's not a big deal at all. Okay, let's go for

the UV tile. If I want to explain the UV tile for you, for this model we put all

the UV island on one UV space, right? And we explain that if we have a complex

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

island and UV space, it's an old-fashioned way to texture in Substance Painter. Okay,

in modern workflow you can put all the UV space beside each other and use

UDIMs inside Substance Painter with UV tile workflow and you can paint on all

UV island and all UV spaces inside one texture set and you can manage your work

very easy and fast and work on big and high-quality assets in Substance Painter.

So, this is not...

...our feature right now. We are not going to use that. It's okay, we can skip that.

But I want to give you an idea what is the UV type.

And maybe in one project we decide to use that. I don't know.

Let's go for the project and we can decide over there.

And let's go for the import settings.

For the import settings, we don't have any camera inside our fix file, so we just skip that.

The next option in the new project window is Auto Unwrap.

It's very powerful and we are going to use that when we don't have any UV and unwrap for our model.

But for this model, we have UV, so we can skip that.

And the rest of the options here, they are not useful for us.

So, I'm going to press OK and open.

the new project in Substance Painter. Okay, now it's time to set the setting for display and the

viewport. So, for the first setting I'm going to display setting and change environment map to

something like Tomoko's Studio. Okay, and let's increase the exposure to 1 and we can play with

the environment opacity. Let's go for the Tune Mapping function and change it to ACES.

And now I'm going to change the focal length to something like 60. Okay, let's increase the opacity

and now I have a very good and clean viewport.

Okay, so

We have one texture set, as you can see, the size is 1K, we can increase it to 2K.

And let's go for the texture set setting. We have base color, height, roughness, metallic, and normal.

And now I want to add ambient occlusion channel.

And we don't have any mesh maps, and I'm going to explain you what is the mesh maps,

and what is the purpose to have mesh maps inside Substance Painter.

We just did the setting related to display, and it's okay for now.

And let's go for the shader. In the shader setting, there is nothing that I want to enable right now.

The default setting is okay, and yeah.

Let's go for the mesh maps and explain what is the mesh maps exactly.

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