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Okay, let's start the project and before starting anything inside Clubs and Painter, after setting
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display option in display setting, we need to bake Mesh Maps.
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What is the Mesh Maps?
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If I want to give you one single sentence description, it's the baking process.
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It's a saving information from a 3D model to the texture file, okay?
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This is very simple.
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How Substance Painter can define for itself this is the top part of the model or this
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is the edge or even we have detail in here or not.
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With the Mesh Maps and baking process, we can save all the information related to the 3D
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we are going to use inside Substance Painter, we can save it in a texture file and
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that texture file is MeshMap. Okay, so this is a very simple definition of MeshMap.
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So let's go to the baking mode. Okay, this is the new mode that we have. There is
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some new window here and we are going to take over of the windows very fast and
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very simple and in each project when we need to define, for example, the baking
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technique or something like that, we are going to explain those techniques over
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there. But for now, for starting this project, we don't need anything, just
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simple setting and default setting inside Substance Painter. And in the most
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project, when you are in a beginner level, this is the final setting that you need.
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Okay, so we have the texture set list, we know that window, and we have MeshMap
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Baker's window. In this list, we are going to select the MeshMap that we want to have. Okay,
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so the default is okay for us, and we just need to select Bent Normals. It's optional if you have
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some problem during the baking, you can come over here and turn off Bent Normal, but please be
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enabled that, because it's going to help us to activate an option inside Shader that it could
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help us to have better display inside Substance Painter. So in this MeshMap Baker's, we just need
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to set some setting in Common Settings. Okay, so whenever you select something inside MeshMap Baker's,
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you can see the setting here, it's changed. Okay, so the Common Setting, we can define the output size,
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okay, for example, 1k.
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we are going to increase it to 2k or 4k, it depends on the final texture export that we want,
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and we are going to export the texture from this project in 4k version. So it's better to have
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the maximum size of export in here in output size, okay. So leave this option as default,
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and if you have a high poly version, we are going to explain that in the future,
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don't worry about that, and let's explain you something here. When you have a 3d model with
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very, very, very high detail and dense topology, I mean, for example, maybe you have some model
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with 20 millions vertices, okay, you will not be able to use that model inside, for example,
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in a game engine, okay. So you need to create a low poly
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and lighter version in the vertices amount, okay? But in this way you are going to lose every detail
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on the model. So there is one magical step that you can transfer all the data from that high
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poly version to the lighter version of that model. So in this way we are going to bake the high poly
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version into low poly version and transfer all the data from the model to the material, okay?
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And we are going to do that in the projects but for here we just need to bake the data from
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low poly version as we can see to the low poly version into the texture, okay? So in this scenario
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we need to enable use low poly mesh as high poly mesh and if you don't enable this and don't upload
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anything here in the high poly definition section the Substance Painter as a default option
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it's going to enable that and consider the low poly mesh as a high poly mesh that's it and in
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this scenario when we have just one single object or model we don't need to define the cage and we
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are going to explain the cage and all the data related to the bake professional bake in Substance
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Painter in that project that we are going to bake okay so we need to change the anti-aliasing
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setting to 64 okay and that's it we just need to select the common setting
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change output size to 4k or 2k and change anti-aliasing to 64 and just enable bench normal
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and now we can just press on bake selected texture and boom everything is bake and we can see what's
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happening the navigation in this window is like
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navigation in 3D viewport of the Substance Painter. So let's wait and after baking we are going to
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continue our way. Okay now all the mesh maps are baked and we can continue our process in
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painting mode. So for checking the mesh maps on the model and we can even use the 2D view
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for checking this part we can press B on the keyboard or just use this list and start
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in mesh maps section. So this is the normal. The normal channel as I told you before in a field
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layer it's like a playground for creating details and play with the details but in a fake site.
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Okay we are not adding real geometry inside this channel. We just play with the light
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and the direction of the light reflect.
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and bounces to create illusion, to create fake detail. Okay, so when you
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bake high poly model to the low poly model and transfer all the data from high poly geometry
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model to the low poly, actually you translate the data from the model to the normal channel.
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So it's a very important channel when we are creating or transferring data and detail.
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That's it. So this is the normal channel and because we have just single model and this
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model it doesn't have any high poly detail on it, so the channel itself is just pure purple.
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Okay, and let's go to the next one, the world space normal. It's going to calculate the position
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of the model in the world space. So, in this way...
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Substance Painter can understand what is the coordinate of the model in the world of the 3D.
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So, let's go for the next one. The ID mask or ID color. It's very useful for creating
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and using in a complex geometry because with this ID we can create mask very fast, very easy,
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but in this project we don't need that. So, we can skip this part. Okay, now let's talk about
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the ambient occlusion. Ambient occlusion in mesh maps can give us the detail on the edges and in
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the concave area and it's very important map during when we are texturing in Substance Painter
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and when we are baking the details or the mesh maps because with ambient occlusion
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we can pop up our detail and make it the realistic one.
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Okay, so whenever you came over to the Ambient Occlusion and you see the black area, don't worry, it's not a bug or issue
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because Ambient Occlusion is actually a soft shadow channel and it's going to be calculated similar to overcast lighting from the sky on a white surface.
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So this is the reason that we have shadow in the surface. So it's going to be an issue when you see, for example, the shadow in here
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and there is no intersection with other subject or other object in the scene.
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Okay, so in this way you can figure out there is something wrong inside the model or inside the UV.
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But in here, everything is okay. Now we can continue to the next channel.
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Okay, let's go for the curvature. Curvature is a map.
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that it's going to define for Substance Painter,
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okay, this area is edge or this area is surface.
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So, with this map we can define the edge of the model.
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Let's go for the next one, the position. It's very important
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map and channel in the mesh maps because with this
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position we can understand and actually the Substance Painter
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can understand what is the front, back, top,
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left and the sides of the model. So, we can use it
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in the masking and texture generation. Okay, so
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the next one is thickness. Thickness shows the thickness of the 3d model.
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Actually, when you see the white surface in the thickness it
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means you have a lot of thickness inside your
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model and when you see the dark area in the
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thickness
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you can understand there is some close surface together and the thickness is less than the white
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surface. So let's go for the next one height is a displacement and because we don't have
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any high poly model we can skip this channel and the bent normal is like if you combine the ambient
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occlusion and the normal channel together you will get bent normal and in this way we can increase
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the quality of the visual in the viewport with the bent normal option in the shader setting and
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we are going to enable it right now. So this is all the data that we need to know about the
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mesh maps to start our process. Let's enable the bent normal in the shader setting okay and as you
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can see the light calculation it's very very better compared to disabled version okay. So let's go for
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creating the first layer and starting our process.
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Okay, now I start with the first field layer. I'm going to create a field layer and call it
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base layer and in this layer I'm going to use a dark gray, almost dark gray, in a base color
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and I'm going to bring up the metallic to one. Okay, and let's decrease the roughness
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and now let's talk about a new concept inside Substance Painter. So in the field layer we can
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right click and we can use, for example, filter, level, field layer, paint layer or generator.
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So we can add some sub layer to the main layer that we have in the selection. Okay,
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I'm going to use a filter for this layer. So when you add something
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to the layer, it's going to affect on just this layer. It means when you use some filter
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in here and load some filter, the effect is for the base layer. And the order of the layers section
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it's like from down to top. And exactly we have the same order here in the sub- layer. It means
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when you have some sub-layer, the top layer is the high priority for showing the viewport and
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showing the data. So this is the layer order that we have in the layer section and sub-layers.
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And now I have a filter for the base layer. Now we can load a filter in properties.
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We can choose filter from this list.
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or we can go to the asset library as you can see and we can go to the filter in here
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and use whatever we want. For example, I can see these filter are related to the metallic
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options and yeah for example matte finish brush linear is a good filter and let's use this one.
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So I'm going to click and drag it in here. I can release it in the filter or I can use the search
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and for example search linear and use it in this way or even I can remove the filter itself
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and just click and drag the filter on layer icon here and as you can see it's automatically
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create filter sub-layer and apply brush linear to the filter section. So let's close the asset library.
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and we can see the effect is on the layer and we can control the filter should affect on which
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channel. For example, I just need to have color but it's not affected on the color. Okay, so let's
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go for the height. It's not affected for the height. Roughness? Yeah. Maybe. Metallic? No.
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And normal. So the brush linear filter just affect on the normal channel and we can control
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the effect of the filter when we go to the normal channel and we can play with the opacity
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in the normal section. But each filter comes with several parameters. For example, in here
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I have a brush intensity.
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So it means if I decrease the value, it's going to give me a nice and clean result.
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And we can play with the rotation. For example, let's rotate it 90 degrees like this. Okay, and
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let's play with the scale. And that's it. But I want to keep the filter on this section, just this
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section. So how we can do that? We can create another fill layer and I'm going to call it brush
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linear. And just move this filter to the brush linear layer and let's turn up all the layers.
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Okay, and now I'm going to add a black mask.
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So whenever we want to control something, we need to use mask. Okay, so let's add black mask.
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That's it. And now I'm going to use paint layer. And with the paint layer, I can go to the
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polygon field and use UV chunk and select this area. Okay, we can go to the mask.
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And boom, everything is okay.
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So we are ready to go and continue our process. Let's go back to the base color channel and let's
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go back to the base layer. And I'm going to increase the roughness value and boom, this is better.
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Okay, but I want to use another filter in the base layer. For example, I'm going to add a filter
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and load another matte finish filter. For example, we can use
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matte finish rough. Yeah, it gives us a very perfect result for the metal. And let's play
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with the scale grunge, brush intensity, brush warping, okay, scale, and we can play with the
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random seed, as you can see. And let's keep the normal channel, just normal channel. Okay,
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that's enough. But we have matte finish rough for the base layer and we have brush linear
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for the brush linear layer. But there is some mixing effect on this area.
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What if I want just have brush linear inside this area? How we can provide this
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kind of effect? We need to go to the normal channel and change the blending
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mode from normal detail blending or normal map combine to the normal itself
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and boom! There is no sign from the down layer. So in this way we can control
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the data with the blending mode. Please do the task and be familiar with
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the blending mode because we are going to explain each blending mode that we
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are going to use and after a while you can understand the basic concept and
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using of the blending mode. But when you study the blending mode itself and you
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just increase your knowledge about that you can do so many creative things
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inside Substance Painter and actually it's a common knowledge. It means if you learn
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blending modes you can use it in Photoshop, in Substance Designer or any other program that
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you are going to work on a shader, texture and this kind of stuff. So it's okay for now
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and we just understand we have some filter and matte finish it's going to help us to create
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some surface detail. Okay so we are going to use this kind of filter a lot inside Substance Painter
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and we have so many filters here and we are going to use them. Don't worry. Okay so let's go back to
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the base color channel and let's add some variation for the roughness. Okay so I'm going to create
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roughness variation number one. I'm going to
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recreate the effect of the water dripping and stain effect.
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Okay, so let's add black mask and let's load a fill layer here.
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So in the fill layer I'm going to use grayscale and just search leak.
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Okay, now we can use for example this one, grunge leak large.
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Okay, that's okay. Let's increase the tiling for example to three.
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Okay, maybe we should increase the tiling to something like six.
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Okay, and we can play with the contrast and balance.
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And we can change the projection for example to triplanar and decrease the tiling.
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Okay, and we can place the box and fix the tiling.
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the map where we want. But I'm okay with the UV projection and let's check another grunge.
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Okay, for example grunge is small. Let's change the rotation to 90. Okay, it's good. It's very good.
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But let's change the rotation to 270. And yeah, it's perfect right now. The tiling could be on two,
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for example. Yeah, that's it. Let's go back to the layer itself. I'm going to keep color,
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roughness. That's it. For the color, maybe white amount is good for this layer. And for the roughness,
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let's increase the value, for example, to 75. Now we can see the effect.
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But it's too strong. Please remember that for surface detail, we need to create so many details.
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And we just, we must or we should just pop up the main detail. And if we want to have so many
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strong details on the surface, our material is too complex for reading. And it's not good
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in the visual way. We have complex material with complex data. And the user, when it sees
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the material and the surface, he or she cannot understand what's happening. But when you control
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the surface detail and keep all of them very low, very slightly, and just pop up one or two details
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to tell a story...
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In this way you can convey your story to the viewer or anyone who sees your work and material.
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So, let's go back to the fill layer.
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Now we have a balance and we can play with the balance.
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Okay, yeah, it's so perfect.
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And now I can play with the opacity for the base color.
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Let's decrease them to, for example, 10.
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Let's go back to the layer.
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Let's play with the roughness too.
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I think 0.5 is good.
203
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Yeah.
204
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Okay, I'm going to add another roughness variation.
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And let's add a black mask.
206
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And again, I'm going to add a fill layer in the mask.
207
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And let's load another fill layer.
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uh like grunge stains leaky okay and let's bring up the tiling to five for example
209
00:25:02,672 --> 00:25:10,112
like this or maybe it's too much for this one let's try three yeah i think it's very better
210
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okay let's go back to the layer itself i'm going to keep color and roughness and for the roughness
211
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we can increase it to something like 0.7 and give a dark gray color
212
00:25:31,312 --> 00:25:40,431
so it's good but i want to create some variation so i'm going to add a paint layer here
213
00:25:40,434 --> 00:25:48,592
and change the blending mode to subtract it means when we paint any white
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00:25:48,784 --> 00:25:58,063
value inside this paint layer with the paint tool we can remove the grunge data because we are going
215
00:25:58,066 --> 00:26:07,583
to subtract okay so let's go back to the brush and let's test yeah it's work it's work and we can do
216
00:26:07,586 --> 00:26:17,343
that okay so we can go to the mask by holding alt and click on the mask we can go to the mask mode
217
00:26:17,346 --> 00:26:26,624
for this layer and let's go to the library and search dirt and i'm going to use dirt brush
218
00:26:27,904 --> 00:26:37,984
and let's go here and remove some detail from the mask okay we can increase the brush size
219
00:26:39,584 --> 00:26:45,824
and remove this detail we can go back to the material mode with pressing m on the keyboard
220
00:26:47,034 --> 00:26:52,373
I think the lighting condition, it's not good.
221
00:26:52,376 --> 00:26:54,313
Let's go and change it.
222
00:26:54,316 --> 00:26:58,713
I'm going to the display setting, environment map.
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00:26:58,716 --> 00:27:01,233
Let's load, for example, this one.
224
00:27:01,236 --> 00:27:03,473
Yeah, it's better.
225
00:27:03,476 --> 00:27:04,833
Let's load another one.
226
00:27:04,836 --> 00:27:07,554
No, it's not good.
227
00:27:07,754 --> 00:27:11,753
I think it's much better.
228
00:27:11,756 --> 00:27:14,713
Let's test this one.
229
00:27:14,716 --> 00:27:16,913
Yeah, I think this one is better.
230
00:27:16,916 --> 00:27:20,193
We can see the detail on the surface.
231
00:27:20,196 --> 00:27:24,794
Let's keep that and we can bring down the opacity.
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00:27:26,394 --> 00:27:32,873
Let's remove some detail from the surface like this,
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to create a unique detail and shape for our layer.
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That's enough. I'm okay with that.
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And let's create a fill layer, another fill layer, and I'm going to call it Color
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00:27:54,016 --> 00:28:01,935
Variation. The purpose of the color variation is to create some variation in the color,
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00:28:01,938 --> 00:28:09,775
but we can use other data in other channels. But the main point is to create variation in the color.
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We can continue our process in the next video, and see you in the next video.
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