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Okay, let's go and create the metal material, and because we don't have so much metal part
in this model, we can create a simple material for that because there is no special focus
on that.
So, for the metal, I'm going to create a fill layer, we'll call it Base Metal, and delete
this fill layer.
Okay, in this fill layer, I just need color, roughness, and metallic.
For the metallic, I'm going to increase the metallic to 1, and for the base color, I prefer
to have something like a bronze color.
So let's bring it up, yeah, I think it's better, yeah, it's okay.
So this is okay for the first layer, I'm going to add a filter and in the filter section,
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I'm going to type finish rough, okay, and use this filter. So this filter can give me
some metallic or metal surface detail, okay, and we can use the default grunge or just use custom
grunges and for this, I'm going to use moisture noise, it's so amazing map and let's
increase the scale grunge, okay, in here, that's it.
Okay, so this is good and that's enough, I didn't want high AO opacity, just color,
roughness, metal and normal. So this is for the base metal layer, it's okay, it's enough
and I'm going to add another fill layer, which I'm going to call it a surface detail.
Okay, that's it. And add a black mask. I'm going to use
mask like noise or a BMV spot is good. Let's go to the mask. Yeah, we can
increase the tiling amount, play with the contrast balance at the same time.
Okay, that's enough. I need height and roughness value. Let's play with the
height, for example, negative zero one. Yeah. And roughness, something like
0.6. Yeah, that's okay. Okay. And that's it for the surface detail. And now we are going to plan
for the details in the height and displacement. So, actually, I just want to...
have the detail inside the circle, but if I use negative displacement for that,
it's going to affect on the edge and it's not okay. So, let me show you. Okay, I'm going to
add another field here, call it test, and just need to have height here, and in the paint,
I'm going to use UV chunk and select this, and use negative. Okay, so, as you can see,
there is so many artifacts around the edge, and my idea for solving this problem is create a mask
for my detail and invert it, and give positive height amount to that invert mask. In this way,
we are just keeping the surface at the default height value, and for other part,
we are just going to push out, and in push out effect, we don't have this kind of problem.
So...
For this purpose, I'm going to add a fill layer, call it Mask Holder, okay? I'm going to add a suffix
at the end. Okay, I'm going to turn off all the channel data because we don't want to
use these channels, and I just only need the mask for this layer. So I'm going to add a black mask,
and now I'm going to create my mask here in this layer, and with Anchor Point, I'm going to recall
it in the top layers. So this is the way we can overcome this kind of problem. So let's create
the details that I want for this project. I'm going to start five, that's it,
and now we need to modify the position of this star five to here. So for this purpose,
we need to turn off UVWrap.
So I'm going to select none here and after that I can control the shape
without repeat in each U or V axis. So this is the mask that we want.
Okay, so let's add high data here to just demonstrate what we have. Okay,
and maybe a little smaller, something like this. That's okay. And for
other detail that I want, I need to search just stick. Okay, and circular stick is a good map
here. Okay, I'm going to set none for UVWrap and now
I can set this here but why I can see the 5 star it's related to the blending
mode for the sub layers and if you have more than one layer or sub layer and
they are overlapping together you need to change it to linear dodge so in this
way you can see both of them so let's create the detail that I'm seeking to
achieve okay that's it yeah it's okay
okay so I need to increase the number of the stick here something like 40 and you
can play with the bar length offset or any other setting that you want
Okay, so let's decrease the bar width and that's it. So because I need the similar effect
on this side, again, it's better to create an anchor point here,
okay, and add a fill layer here and reload this anchor point, okay, and in this way I can
place the detail here. So if I go down and play with the scale, as you can see, both of them
are changing. So this is the best way to create dynamic and relate mask in Substance Painter,
using anchor point. It's so amazing. So for loading to a star on this metal part,
I need to create another anchor point here and I'm going to call it two star. And for this
mask folder I'm going to call it a star because it's going to load one star that we have here
and we create a mirror version of the star here and this anchor point has two star mask inside it.
But as you can see, I just have one star because the blending mode here is normal.
If I go to blending mode and change it to linear dodge, yeah, boom, it's okay. So let's create
another fill layer, call it details, and in this fill layer I'm going to load
the anchor point related to star and I have it and that's it. But I need to select
the whole metal area and subtract this layer.
from it to create that mask I mentioned before. So let's add a paint layer. In here I'm going to use
Polygon Fill. Okay. I'm going to select this part and this part. That's it. And let's
bring up the fill layer and change the blending mode to subtract and now we have this. So I can
add a blur filter here and decrease the amount of the blur intensity to something like 0.1 for
example or 0.1 and 0.5. That's it. It's better. Let's go back to the layer itself. It just has
height data and if I increase the height amount to something like
0.05 you can see the detail appeared here and it's okay and it's final. So this is the workflow that
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I use to create details in the metal part and now we can use the anchor point here in the detail
section and create another layer like dirt or edge effect or edge damage or anything that we want
and use micro detail on the generator and use these height channels data over there. So let's
create another fill layer. I'm going to call it dirt with the color and high roughness amount
like this and add the black mask. I'm going to add a generator the dirt.
That's good. Okay that's it and in the macro details I'm going to use a macro height.
In the macro height I'm going to load details mask and here because we are going to use
a white and black data from the mask we don't have any reference channel. So everything is okay
and we don't need to change the reference channel or other extra step. So we can play with the
slider over here to achieve what we want. Let's decrease the dirt level. Increase
grunge amount. Use dry planner. Yeah it's good. Grunge scale. Yeah. Edge masking.
Okay curvature intensity.
And I already use it most
effective slider here.
for the micro height. So, that's it.
And now I'm going to decrease opacity
of the base color. So, that's it.
And we can increase the height amount
to have better results here.
So, that's it. It's okay. And let's another layer
I'm going to call it Edge Effect
and add a black mask. In the Edge Effect, I just need to have
Color, Roughness, and Missile. Roughness, it should be
on the point 1. And the Metallic
can be go to 1. Okay, I'm going to add Generator
Metal Edge. And in the
Micro Detail, I'm going to turn on Micro Height. And in
Micro Height, I'm going to use Details Mask. Okay. So,
let's play with the AO Radius.
AO Depth, Curvature Intensity. Okay, let's change the Curvature Type to Standard or Smooth. Yeah,
Smooth is better. That's okay. And increase Edge Smoothing, decrease the Ground Amount,
and decrease the Bare Level. Okay, that's it. And in here, I'm going to change
the Blending Mode to Soft Light, and that's it. Okay, I can play with the Roughness Amount,
and it's okay. Yeah. So, this is for the metal material, and now we have done for the metal
and the leather. So, let's create our logo part, and after that, we are going back to the fabric
material.
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