Substance Painter to Blender Tutorial - Textured Hard Surface Model | Polygon Runway

Substance Painter to Blender Tutorial - Textured Hard Surface Model | Polygon Runway

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00:00
[Music] hey everyone welcome to my new video so recently i made this star wars speeder bike and a lot of you were asking about the texturing process behind it and it's actually very easy so i thought it'd be a great opportunity to make a quick tutorial on taking a model from blender taking it to substance painter and back into blender and how really easy it is basically it's a matter of few clicks
00:34
there is no manual texturing whatsoever and there is some automatic unwrapping involved which is a great feature of substance painter if you don't know the software it's a texturing suite from adobe basically it's an industry standard now for texturing and even though it's a paid software i think it's worth your while to try it out for simple tasks like this and it has a free trial so for the purpose of this tutorial you can just download it try it out give it a go and then you can see if it helps your workflow or not um if
01:06
you're new to the channel and you'd like to see more content like this in the future please hit that subscribe button and the bell button to get notified when i release something new and now i'll switch quickly into blender and i'll try to make this as quick as possible for you if you're interested in more in-depth explanations and more in-depth beginner tutorials for blender you can go ahead and check out my courses on polygonrunway.com they're specifically designed to take you from zero to hero
01:35
in shortest time possible so yeah if you're interested in learning blender or getting into 3d for the first time um give it a spin and now let's jump into the modeling and i want to create um really simple hard surface model because that's what i was interested in to create hard surface model using boolean techniques and then being able to quickly texture it and really substance painter solved all of this for me so let's press shift a and we'll add a cube here and we can leave it at default
02:08
scale and basically just tab in and let's bubble this first so i will press ctrl b and do a bevel and then increase number of segments with the mouse wheel just like this and we can go for more segments here um so it looks really smooth something like that and now let's right click and shade the smooth and i want to do a little corner cutout using the boolean modifier so for the shortcuts to work you need to have
02:39
the bull tool add-on active just go into the preferences here and search for bull tool and enable it and this will make these shortcuts that i'm about to use um working so let's press shift a and we'll add another cube here and let's just tab into the edit mode let's look from the top by pressing 7 on the numpad and we can enable wireframe view so we better see what we are doing and let's just press g and move it to a corner like this that should work and now let's
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look from the front by pressing one on a numpad let's press g then z and move it up just like that okay and now we can press two for edge select select this edge right here and do one bevel so let's press ctrl b and reduce to one segment like that to give this a little bit of a visual interest and now we can tab out and let's add a mirror modifier um to this object that should mirror it on the other side and this will work only if you moved it
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in the edit mode so remember you need to have the origin point in the middle here and right now we can enable y mirroring as well and basically z as well so we have all corners covered here so right now we can go back to the solid view and let's shift click the original cube and let's press ctrl slash so ctrl slash and that's a slash on a numpad and that will issue a command of the bluetool modifier and basically create two objects for you that are separated by this boolean
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object and right now we'll need to add some bevel here so let's select the main cube and we'll add the bevel modifier after this boolean modifier and let's increase the number of segments to two and i will enable wireframe overlay here and now we can reduce the amount and let's switch the method of the boolean to fast and i will do the same here and now within the bevel modifier let's go into the geometry and let's switch the miter to arc that will change the geometry right here
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let's disable clamp overlap and in the shading we'll enable harden normals but for this to work we need to go to the object data properties normals and enable auto smooth and let's increase 280 degrees so the bell modifier has full control and now we can simply copy this to the other object so select the other boolean part shift click the original one and on the bevel modifier let's click this arrow and choose copy to select it this will work only in blender 2.92 that's a new feature looks minor but
05:14
it's a great time saver so now we have a simple hard surface model like this and of course we can add some more visual interest here so let's press shift a and i will add a circle here and let me switch this to something like 24 segments and let's enable wireframe view again so we better see what we are doing and now let's tab in i will switch the vertex by pressing one so i better see the vertices let's press g then x let's press r then x and 90 enter to rotate this 90 degrees
05:44
and now let's look from the front and we'll make this smaller so press s and scale it down like this let's press f to fill it and now press i to insert an x and delete faces so this is the object we just created and now let's press a to select all let's look from the side by pressing 3 on a numpad let's press g then y to move it to the side like this and now press e to extrude and make sure you recalculate normals so let's press a and shift n in case
06:16
those are flipped and now tab out and we'll do another boolean operation here so let's switch to solid view first of all let's shade this smooth and now shift click the original box and let's press ctrl slash again and now only thing we need to do is to move new boolean modifier under the bevel modifier here and the same for the box just like that and now let's tap into the edit mode here go for face select select this front face and i will hold shift s
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and snap cursor to select it tab out that's only to move the cursor right here and i will press shift a and let's add a cylinder here and let's leave it at 24 so tab in and press s to scale it down like this let's press r x 90 degrees like that make it maybe even smaller and right now tab out shift click the main object and let's again hit ctrl slash on a numpad and again move modifiers in the stack under the bevel modifier and of course
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we need to make this smooth so select the boolean object right click shade smooth and to create yet another detail we can select the box again tab in select the top face shift as cursor to select it and now tab out and i'll press shift a and let's add a cube tab in press s to scale it down and now i will press two for it select control alt click the edge on the side to select all of them around let's press ctrl b to bevel and we'll do
07:56
another cutout so shift-click the box and ctrl slash again and we can move them in the stack and yeah basically our simple hard surface model is ready so what we need to do right now is to clean it up and just for the sake of changes later we can save this into a backup so you can select all press shift d to duplicate right click to release press m select new collection and let's call this
08:29
backup and i will disable that collection and the most important thing here we basically need to apply all of those modifiers so we have just a mesh object so we need to unlink them and then apply all of the modifiers go to the object relations make single user object and data and now we can just go ahead hit object convert to and mesh and this way all of these objects got its modifiers applied when we converted to mesh so right now we are free to just delete
09:01
these helper objects that helped us to create these boolean cutouts and we can select all shift-click the box as the last let's press ctrl j to just join them into single object so this is what we have right here um there are quite a lot of handguns and sometimes around these bubbles and sometimes around this bubble this can get quite complicated if you would want to unwrap that and that's where the substance painter comes in because it has way better automatic unwrap than blender
09:30
so we can just take this export it directly into substance painter and texture it so let's step out right now and with this object selected go to the file export and i will choose fbx here and basically just enable selected objects and export fbx and you should have that file on your drive and now let's switch to that substance painter and bring this to life in the substance painter we can just create a new file so go file new and here
10:02
we need to set up the template metallic roughness is okay so we'll just need to select our fbx file so select our object here and we'll switch the resolution to um let's say 2k that should be enough and i will switch this to opengl because that's the normal format blender uses and don't forget to enable auto unwrap and let's hit the options so we can see it's set to recompute all let's hit ok and let's confirm so this might take a little bit but basically we now have
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the object here and it's unwrapped so if i switch the view to 2d view of the texture you can see it can be quite messy and this is not like a production ready thing for games and stuff because the mesh is messy itself there are a lot of hand guns um there is a lot of hidden geometry that we don't need to have there actually that we created with those booleans and all of those little bevel parts create a uv mesh like this but all in all you can see the main part here was
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unwrapped quite nicely as quite large uv island and that will make your textures look great without any seams and stuff like that so i'm okay with this and substance painter has this great feature which is called smart materials so let's just navigate here and switch to smart materials but before we use them we need to do something called map baking and i don't want to ponder about this too much here so basically you just need to go here to the texture set settings scroll down a little bit it's a little
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bit hidden feature but here you can see the button to bake mesh maps and basically you can leave everything as is just increase the resolution to 2k same as the project resolution and click bake selected textures and what will that do it will generate a lot of maps for you that will help you to utilize the smart material features like the automatic cavities and curvatures and stuff like that so let's scroll down and let's find some nice material and i can already see there is some
12:04
painted steel here so it can be just as easy as clicking and dragging your material onto your object let me switch back to the 3d view here and basically you have now textured hard surface model and you can see all of these scratches and stuff like that it got all applied automatically and it looks great right out the bed you can try different material so let's go to layers and i might note that substance painter works
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in layers and that's a great thing because when you use the smart material it's not some like hidden algorithm you can always open the folder of the smart material and have a look at all of those elements that make up the material and make changes so you can for example change the color of that base material or stuff like that so really great thing um let me go back a few steps i want to add different one for you to see let's add this painted steel and you can see the dirt in the cavities there that's something that was
13:07
generated by the smart material and is generated using those maps that we baked before you need to always generate those maps for this to work so yeah this is quite nice but i want to kind of combine um some of the materials and we'll use masking for that so i will now apply the first material and i really liked this one so let's keep it at that um but i want to introduce some like brush metal material here
13:36
so let's just bring in the steel smart material and just apply it the same way this got overridden but don't worry about that you can see on the right in the layers that we now have two materials applied and we just need to mask it out so to do that i will just add a mask to this top material and i'll add the black mask to mask it all out and now to add white parts to the mask um for these certain parts you can you can either paint directly in your mask or use any of
14:08
these like smart filters but you can use the polygon fill feature right here and probably the best option here would be to use the uv chunk fill which will basically target the whole uv island so we can now just click here to the corner and you can see we masked out that part of the model and we can just continue like that and mask them all out just like that and right now we can click this one here and yeah basically that's it i want to make
14:43
this glowy later in the blender so yeah maybe we can introduce yet another material i would really like to have like some glossy plastic here so let's try this one here and i really like this with all of those scratches so basically we can again just add a black mask and click here to mask it out okay and maybe this part here as well they'll give it some variation okay so
15:14
yeah that's basically all your object is now textured and you can export the textures first of all i will save the project and we need to do two things we need to export object itself because we also generated the uv maps here in substance we need to get them back into blender so let's go to the file let's hit export mesh and i will uncheck apply triangulation and hit export and right after the export we can export the texture maps so let's go to the file and export textures we need to set our
15:47
template for the output how we want these textures to be exported you can see for the amazon lumberyard engine there are three texture maps here already so we can select just pbr metallic roughness that's basically some default pbr settings and it will generate six maps for you i will just go with this one here let's go back to the settings and i will choose some folder and now i will just hit export and you can see all of
16:17
the six textures got exported so let's go back to blender and now here in blender um we can just get rid of this cube so let's hit m and move it to backup for example in case we will need to export it later i will hit shift s and set cursor to world origin now let's go to file import and import our obj file from substance and probably this will happen for you as well it's 100 times larger than the original so let's press s
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and 0.01 that'll make it smaller and now let's go to the shading and we have our default material assigned here and we can streamline our texturing port using the node wrangler so go to edit preferences search for node wrangler enable it make sure or make sure it's enabled and now we can just hit ctrl shift t to import all of these textures all of these maps at once and node wrangler will do all of that setup for us
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and this is basically your finished hard surface model and as always i will now go ahead and create a little scene out of it give it some lighting and i will see you on the other side so that was the blender to substance and back into blender tutorial for you i really hope you like this one and that it will help you
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to deliver quick results in the shortest time possible and again if you're new to the channel and you'd like to see content like this in the future please hit that subscribe button if you like this video hit that like button it really helps thank you all for watching and have a wonderful day [Music]
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