Learn Substance painter Creating 3d texturing Treasure crate | Akshat Soni | Skillshare

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

Learn Substance painter Creating 3d texturing Treasure crate

teacher avatar Akshat Soni, Game art designer & Graphic designer

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

33 Lessons (3h 47m)
    • 1. Introduction

      1:24
    • 2. Workflow

      0:47
    • 3. What is Id maps

      6:17
    • 4. Making ID maps in maya

      8:05
    • 5. Creating Project

      3:45
    • 6. Navigation in 3d 2d

      4:30
    • 7. Ui Overview

      4:59
    • 8. Texturing Set List and layers

      7:02
    • 9. Material and Brush Settings

      8:39
    • 10. Light overview

      8:39
    • 11. Import Resources

      3:59
    • 12. Filters and Shelf

      3:49
    • 13. Bake Maps

      3:58
    • 14. Material and UV projection

      11:29
    • 15. Smart Material

      3:05
    • 16. Mask and ID map use

      7:22
    • 17. Create Smart material

      5:14
    • 18. UV projections and Setting up

      8:20
    • 19. Fixing problems

      5:58
    • 20. Placing materials

      9:58
    • 21. Material placements

      3:01
    • 22. Roughness map

      10:34
    • 23. Smart Roughness mask

      9:28
    • 24. Creating Rust

      10:36
    • 25. Adjustment and tools

      15:35
    • 26. advance tools

      7:18
    • 27. Particles effects

      6:48
    • 28. Stencils

      7:17
    • 29. alpha details

      6:26
    • 30. clone tool

      3:19
    • 31. advance Details and smart materials

      15:49
    • 32. Colors and filters

      8:20
    • 33. exporting

      5:20
  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels
  • Beg/Int level
  • Int/Adv level

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

14

Students

--

Projects

About This Class

Substance painter is a Awesome tool for transforming imagination Into actual textured Models , Same as this course Which is focusing on Each and every options of Substance painter from material creation to fixing Small problems.

This course is focused on all Types of Workflows and also covering all Diffrent tools in Substance which can make your work Easy and Fast

In this course :

  • Learn Every tool of Substance painter

  • Learn Fixing your own error

  • Learn Material Creation from outside resources

  • Learn Using Smart materials

  • Learn Making Smart materials

  • Learn the optimized way of using UV¬†projection

  • Time saving options

  • AND¬†MUCH¬†MORE¬†

Why This course :

I am teaching 3d game art and texturing to students for more then 2 year and already completed 6000+ students and this Course is filled with knowledge and as well as this course is designed using the learning principles and learning curves to Teach you the best Skills in the best way possible

Work flow of this course :

In this course you will be provided with the Resources and as well as ID map and 3d model.

In starting we will start with the Basics of Substance painter ,which is UI overview and understanding the basic navigation Controls then we will learn about all the different type of settings about lighting, UV maps, Rendering and all. after all the basic settings we will focus on step by step using the basic tool to start texturing all our 3d model from basic to advance after making some basic materials - we will focus on Smart texturing and Smart materials. Completing all the material and brush settings and other tools we will learn Advance tools of particle creation and also all the useful adjustments in Substance painter.

Important : this course does not required any previous 3d texturing knowledge if you know the basic meaning of texturing that is enough only substance painter software installed is required.

Enjoy the course

Meet Your Teacher

Teacher Profile Image

Akshat Soni

Game art designer & Graphic designer

Teacher

Class Ratings

Expectations Met?
  • Exceeded!
    0%
  • Yes
    0%
  • Somewhat
    0%
  • Not really
    0%
Reviews Archive

In October 2018, we updated our review system to improve the way we collect feedback. Below are the reviews written before that update.

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Do you want to learn how to use Substance Painter and give the best 3D texture to your 3D model, then you are at the right place. In this course, we are not only going to do all this stuff step-by-step, but we will also cover all the different type of tools which will help you optimize your process. Discourse also have a section which only focus on the Q&A of beginner, unsetting the different small, small questions which beginners ask why learning Substance Painter at the end of this course, you will also get more 3D models which you can use to practice your 3D text sitting as well as you will get a lot of 3D textures that you use in your projects. And in this course, we will also learn how to place your texture inside game engine, which will help you to look at your model from a different perspective. And about me. I am actually Sonya and I am teaching game are designed for more than two years and I've already taught more than 6 thousand students in this whole journey. And I have added all my knowledge, all my best learning way as possible inside this course. So you will get the best citizens after taking this whole course. So what are you waiting for? Start discourse and I will see you inside the first lecture. 2. Workflow: So what will be the workflow of this whole course? In this course, we will start with the basic, which is the overview of this whole Substance Painter, the UI and how to navigate inside Substance Painter, how to use the shelf, how to, how the layers works, how did the, how does the different type of effects works and how to create different type of roast masking, and how to create materials from the outside resources and how to create smart materials. Also, in this whole course, we will also learn different type of an, I will say, almost all different types of tools which are available inside Substance Painter to create the best output possible. So what are you waiting for? Start discourse and I will see you inside the first lecture. 3. What is Id maps: So hello guys, here's our much and Sony and welcome to the first lecture of substance painter for basics and the universe. Okay, Basically for beginners. So we'll just get started. We'll just get started creating the actual, we'll start preparing our model. Okay, So you will find this model in your project file, okay? And the place where you will have all the assets, okay? You can just easily download the FBX file. You can even download the whole Maya file, which I am working right now. And you can even download the final substance painter file. Okay, so with also the textures, okay, So you will have the better idea about what is going on in the substance painter stuff. So the first thing here we are going to do is we are using id maps. Okay, So what are IID maps? Id maps basically looks like this. So as you can see, this ID map is basically for this model. So yep, so as you can see, the red part is indicates the part which is the faces which have the red color. So red color means one mosque police, okay, So you will, in some sense being HDR, basically what you are going to do, you will assign material according to the color as an ID map. So ID map will just help you a little bit to have a better masking options like okay, you can say you can just mosque anything to the particular place, okay, like this. That's how you can see it. Like this. Red part will have like a wood texture. Yellow part will have their mentor texture in these kind of stuff. So in Maya, but basically what we have to do it, we just have to just choose the same model here. And we'll just have to just the diffuse or create a diffuse map of the colors thing that you have that you have created and then use it as ID. So that's the way of creating ID maps, okay, we will also create that. So now the next thing is what is basically texture set? So texture set is simple stuff. It's nothing like a lot of complex stuff. Texture set is just like a set of all the stuff. So let's just look here. I have a lot of textures right now over here. And if I will let you know that what are basically one texture said? So one texture said have all the stuff like Ale, roughness, normal hide, albedo, even if it needs some emission, it will have emission. If, if needs metallic, it will have metallic, something like this. So that's how it will, it shows that how much texture set it has. Okay, so now let's talk about how many texture sets will need in one model, okay, So you can just create any amount of texture set you want. But what will happen? Let's say you have one UI, you uv, okay, so if I open the UV editor here, so you can just crawl in and see this is basically the UV of this model, okay? As you can see over here. Now, the thing is that what a lot of texture set will do is it will create a lot of files to be added on different kind of like, let's say like different stuff. Okay, so as you can see, these five staff will be called as one texture set. And if I create like ten, texture said, I will have like 15, like 50 files to use in game for only one object. So to save time to make it like more optimize, we basically use only one texture said fifth property we, and we use ID map for the basic, for the masking. Okay, so it indicates each, every other part, okay? And ID map is not for any use in games basically, okay? These are just to help you with texturing and different softwares like Substance Painter. So that's how id map help us a lot. So we will use obviously really use ID map in this course. And we will just learn a lot of stuff with the help of ID map and also learn how it is, how it will save your time a lot using edema. So now, the next thing is, let's say I, if I have just added a lot of textures in this part, okay, as you can see over here, the yellow part will show the mental, the red part will show the upward part. So as you can see, if I come over here and you can see, it has a lot of lumber textures. So lumber textures are basically blue, green, yellow, and all other stuff all over this kind of stuff. Okay, over here, as you can see, it will just indicate with this show and you can just make the colors like any kind of colors and we're nor anything that you want. Okay, So now what will happen? How you, how you create a lot of texture sets. So texture set is basically just a materials that you have assigned. Let's, for example, if I select this particular part and give it a different texture, a different material in Maya or any other software that you're working given event, cinema 4D or blender on anything, it will indicate the particular materials. So for substance winter, that subset printer will try creating a total different texture set for only this part because it has a different material. So for games and for games and other stuff, makes everything optimized and not to have a lot of life. 50 to 60 files will only have one file with high resolution, and we will use only one textural set. So for this whole model, I have only one material and that is lumbered. So that's how I'm showing it as one texture set. So I will just name it as dx texture underscores set one. So that's how the texture set and the ID map works. So I will create the ID map in the next lecture. 4. Making ID maps in maya: So let's create the ID maps. So basically, the, the model that you will find will have already have the proper UV. So basically it's just a symbol, automatic UV I just go to Create and this automatic it and that's the automatic uv over it, what we have already over here. Okay, so I just duplicated it and give this material all the different types of textures for the different kinds of colors. Okay? And what I'm going to do, I'm just going to place it in the center as setting CDO and I will just place it in the, this one also in the center software placing both of them in the center. As you can see, it's showing me the gray one. If I right-click, it's just turned to be a long time to be like colored one. So I have already named all of them. So if I just click on the color one, I can click the color one. And if I just select the the gray part, I can just select the green one. So what we actually have to do is we just have to please the color diffuse on the, get anyone to create our map. So how we are going to do others first come to the, to the lighting one, okay. So I will just come to rendering. Okay. And here you will find all the lighting and related stuff. So for coming to the lighting and texture, I will go to transform map. And that what view basically nice need is just a diffuse color. So you will find it to be automatically created. It will automatically select your model where you want to please, the diffused mass. Always remember, the target model is the model where you have to place it, okay? And then I will, if it's not selected on your one, you can just simply add selected. So if you click on the Add selected, it will automatically add the green one. Now the source one is the colored one, so I'm just going to select the color one. I'll hit the Add Selected and it will automatically add one. So after just coming over here, I'll, instead of mesh, I will just go for animal up. And after choosing the envelope, it will show you like translucent color up on the top of it. So you can just also increase and decrease in if you're working with like some normal map or any kind of stuff. But for now I'm just going to select it as by default. So let it be default for now, okay. Just going to just have this much or cure. And I can see like one. Or let's go for legacy of 0.5. And that's okay. So this much is okay for me and I can see it will occur, it will cover up and have all the colors. Okay? So after selecting and as you can see here, it has the translucent color on top of it, top of each and everything. So I'm just going to try to make it cover only the part that we need. So the point to or I will just go for Lake one. So one is like super proper. So that's what we need. So now what we have to do is we have to select a diffuse map. So I have already selected if you met, but if you haven't just click on the diffuse and it will automatically select one for you. So I'm just going to find the perfect place where I should just don't export my ID map. So for that, I'm just going to come over here and I will just try to select the perfect place. I will come more here in this 3D models and files, our selector in this place and I will just name it, or I can just name ID, map, chest. Okay, for the chest and I can select any file type. I'm just going to select the jetpack, so it will be easy for me to show you how is it, how it was okay? And if you want, if you even want to select NAD, DSS are like I have for any DSS file. So you will just have to download the texture opener that which actually opens the texture file for you. So that's what you just wanted to select here. And the next thing that you want to do is just come down here. And for now, I've just selected a new shader. So whenever I will just create the diffuse for this one and we'll create a new shader for me. And on that, it will already have selected the diffuse file for me. And the next thing is over here. I have selected like the telogen 0, like 1024. So I'm just going to select it more like I just wanted to be to have much better, higher-quality. So for the higher-quality, I'm good. I'm just going to select like 248, okay? So that's it. After selecting it, you will see the ratio will be one by one. That's why it will have the right stuff for me. So now the next thing that I want is the filter type can be Gershwin and any other self. So for the default, I'm just going to set it be this one. And I'm just going to make it as high-quality. The sampling quality should be higher and it should be the transfer from the space, okay, from the wall space. And the next and most important stuff that you have to remember, it's always select the geometry normals not the, I'm sorry, the surface normals, not new geometry normals. Because if you do that, what will basically happen is it will just simply show you something looking like this. So if you look over here, you can see you've got this kind of like borders. Even you place it on a normal box. So this is just a normal, normal box output, okay? So if you select that geometry nominals, it will automatically give you these bumps or form for the corner. Okay, So that's not actually a good thing. So I'm just going to select this surface normals, okay? And after selecting that, I'm just going to click on big software, clicking on bake. It will create one texture for me. And always remember before clicking on the bake and all the stuff. Okay, you have your UV and everything set up like URI. The both UVs of your each other models should be properly solved. So we'll just let it be completed. Here you can see in the corner it is, the process is still working. So after completing the whole process, once I just shake it out or each area you won't see anything, you'll just have to turn on the texture. And now for texture here you can see we have the exact and the accurate diffuse map on our another stuff. And also the most important thing is I have the file of the ID map that we wanted. And here we have it perfectly, properly done. Okay, so as you can also come to this, just go to modeling and just come to the UV editor and African DUE editor, you can just simply see how the diffuse map is basically set. And if there is some bleeding, we can fix it in the Substance Painter. So let's move to Substance Painter. We are we're just going to get started with placing and texturing it. So that's how you can set up your model. And the only thing that you will have to do is just x just exported as normally as a normal static mesh with only one material on it. So that will help you a lot. So that's it. Now let's move to the next thing. 5. Creating Project : So hello Ron, here we are inside Substance Painter finally, and now we're just going to get started with creating the project in Substance Painter. So creating the project and Substance Painter is just usually is how to come to file and just hit New. Or you can simply press Control Enter, which is the shortcut, which is also written over here. So now the next thing is I will to be able to see the project window it and ate it has a lot of stops. So the first thing is the template. What kind and how, and what are, what is your final output is going to be? It is basically based on this. So here is like different types of templates which are just typically created with some different settings and some little stuff. Okay, Let's say I'm going to make it for the Unreal Engine 4. So if I just click it, you can see these small settings are already set. And let's see if I'm creating it for Unity. You can see the compute tangents paid is turned off and it also sent to OpenGL. So these are like small settings which are getting changed. And also the typically type of files which you're going to do are also going to get changed. Okay, so for now I'm just going to go with Unreal Engine 4, which is just like a default as you can see are for a default, you can just simply go to the PBR materials roughness and this one, I've got numeric. Okay. And I can just go to the engines and fall. Oh God. Okay. Now I'm just going to choose it. And the next thing is over here that is the documentary salvation. You can select any document resolution, which is like 2400 AD. You can also set is that for k as possible, which is the highest and this one, and you can choose anything. So for now I'm just going to choose as 2048 with just the default for now. And the normal map front is for default for the substance painter and that is set as unwritten did for, is set to be as direct, direct x. Okay, so the next thing is the other stuff and that is the UI settings, the USDA AMS. These are the things that cannot be changed later, which is already specified over here. If you want to turn them on, you can want you can just turn them on. And if you want any proper camera which is already set on your stuff okay, on your to your model. Okay, you're gonna import that too with the help of this. And you can also auto unwrap the whole stuff, which is a new feature in the substance painter. It's automatically unwraps the model for you. So we already have or you, we don't, we don't need anything. Ok. And you can just come over here, which is the important mesh normal maps and peak the maps for all materials. So for that I'm just going to hit Add OK. And I will simply select the file that I wanted. And this one is the file I can hit. Okay? And it will just automatically add that file S over here and that is the ID map chest do and this is a, so I'm just going to import that. And now the most important thing that I just forgot to save, and that is the file. So I will have to select the file. So for now, my file is over here, which is named as the chest one. So I'm just going to hit Open and it will open it and make sure it's like FBX file, so it will be better for you to import it. So now just come over here and hit Okay, so after hitting Alt V, Okay, it will automatically create like a project for you with all the default stuff. So that's how you can create a project and Substance Painter. 6. Navigation in 3d 2d : So now what we are going to learn is how to navigate and choose different viewports and tools different like 3D, 2D spaces and Substance Painter. So for that, the first thing is you have to learn is how to navigate in Substance Painter. So this is mostly are like familiar and like same as Maya and also as Unreal Engine or I can say as unity. So if you have used them, it will be like Do easy for you and you will get your hands-on perfectly and easily. Okay, So let's turn. If you are even used another software, it will be easy for you to get your hands on this one. So the first thing is just press the Alt key. And with the help of ALT key and the left mouse button, you can just start to rotate like this, okay? Which is called as like a banning, okay? Like rotating on one axis and using some different angles. Okay? And if you are using the right-click on your mouse, you can just zoom in and so on. Zoom Out, which is like this. Okay? You can just zoom in, zoom out like this. So if you wanted to just rotate, you can just rotate it this way. And that's how you can do it with the left click. Okay, and with the right-click you enter, zoom in and zoom out. And with the middle mouse button, you can just pan around like this. You can just move the model wherever you want. You can change your access and you can just let go like this. Head over here and place it in the center. And with the help of the mouse crawling can also zoom in, zoom out. And that's actually pretty simple to just navigate in 3D space. Now, how you are going to go to your 2D space to duty space is nothing just the UV of your model. So for now, our model have VR already set on this 3D read-only. So you will just have to press F1 or either select the 2D, 3D stuff, okay? Or n, it will be placed or here. So here you can see you have the EUR60. The same controls will be also over here. Press the Alt key precedent middle mouse button, and you can place it over here. Okay, you can just, you can just rotated with this the left black, okay? And you can just also zoom in and zoom out with your right-click. So that's how it's going to work. So I can just rotate it just a little bit and place it over here. So as you can see, that we have or 2D space too. And now we're primarily what I do. I, I put my 3D view over here and put my 2D view or here to do that, I will just come over here and just come to the swap that do this 3D view. And after that I can just swap it like this. Unfortunately, there is no option to dock the views over here and there because it's just like the primary place or here. But still, you can just modify and do anything. You want to get your UI. So this is the basic and default UI for your Substance Painter. So that's how you can just navigate in your view port with the help of middle mouse button, the help of right-click, you can zoom and with the help of left-click, even rotate. And exactly same thing you can do in your other leg, the 2D view port. So after this, the next thing is you can also changed the settings of your sharp curves and you can also change the settings of your other stuffs, okay, so you can just simply go to the setting, just come to Edit, and you can just open this one, go to shortcuts and you can modify all the shortcuts which you want, okay, like this, these are already set or here you can just tend to Japan and all the stuff. You can just simply edit them and save it to your own configuration. Now, the shelf is also HE over here. You can just change your shelf and you can also edit them. And the general settings are also in the terminal. So you can just change your cache over here and you can even to clear your cache just by going over there, okay, So it will help you a lot. So for my in my software, I have already said it as the knee and radiology or CTO, which is my draft God, ridges I'm using. So it will be by default turned on in if you're not, if you're feeling like your software is not working properly, you can check it once. So there's no problem with software basically, but it will be better for you to check ones. So now let's move on to the next thing. So. 7. Ui Overview: So here we are in the uy and all stuff of the substance painter. So we are going to learn about the UI and start with the gender that UI of Substance Painter. Then we'll start learning about the texture set settings and the other stuff. Okay, so at first we are just going to getting started with the inborn and that is the general UI or view. So we're just going to get star. So in the left side you'll find out all the tools. So this is like the most important place over here which you are going to use most of the time, okay? And if you have learned your shortcuts, you are not even going to click over here. But the, but the downside is you won't find a lot of shortcuts what these kind of tools mostly like normal as Photoshop. So these are going to be electrode, little bit difference. So as I told you, you can just go to the edit settings and you can just go to settings. And you can just find out all the end each and everything. So let's say for the rotate tool you can press E, R, F, and this kind of stuff. Okay? And he can down, you can go down and you can just find out all the settings as you want. So you can just go to increase tool size and all stuff. You will find out a lot of things over here. So now the first thing is over here and that's the top view. So in this, in this top view, you will be able to find out all the settings related to your particular tool. So Azure using brush, you will find out the brush flow stroke Capacity Settings, spacing all distinct. So we're here, okay. You can also just select the symmetry for this one. And you can just directly go to the symmetry settings and you can choose the mirror symmetry and that's it. It will start seeing the nine four-year symmetric and you can also adjust that. So I will use it later. This was just our video for that. Now the next thing over here is you can just come down over here. You can look at all this small icon switches over here. The first icon of obesity, the last icon which is to camera one, is for the rendering. And if you'll click on this one, you'll be, you'll be redirected to the rendering place over here where you will see the real-time kinda more, better. And I can say like a rendering viewer here and you will start seeing this depth lighting on your models, so that does it. Now, the next thing is the camera. So you can just simply come here and change your camera if you want to choose the freezer addition, you can also choose the free rotation in that is like totally different from the constraint 1, 2. You can just rotate it as any way you want. So if you want to use it on that way, you can also use it on that way, but I don't use it usually because it's just like too much it's making it like too much difficult for me to ESA as a normal Maya or any other stuff user. It's difficult for me to just navigate through this, okay, so I'm just going to use the one strand one. And the next thing is the preview settings. You can just come to the orthographic one and the orthographic and you can also just switch between the perspective and orthographic view. And the next thing is over here that fear of all-trans also done earlier. And the other one is this pause and turn on. So this will be used for the stopping your all simulation and all stuff. Okay? Basically stopping the substance to make the older end of stuff and all stuff. Okay? Now, the next thing is we are going to do. Our view is the next thing is shelf. So in the shelf you will find out all the project images lets, you can even find out the project stuff. If you have added some more extra, extra textures which are not available and substance, you can just find out in the project page over here. Here you will find the materials, the smart materials, brushes, and everything in the shelf. So that is it for the half side of it. Now we'll just take a look at the texture sets and on the right side of the substance. So also in the left side you will find out all your tools like Elazar's stamp tool, you are selecting the Poly Poly tool. You can even select the tries to olefin start showing you everything as like selecting the tries. So you can just select the tries with dad has you can see over here, you will be selecting everything and try. And if you just come down to polygons, you can just select the polygons like this. So that's how these tools basically walks. Okay, now I can just press, I'm sorry, I can just press Control Z again and again. And I can just come down like this. Okay, so now let's move on to the right side. We're going to talk about the deck shortlist and the Lear side of the substance painter. 8. Texturing Set List and layers : So in the right side here we have the texture sets. And you can also just modify and adjust your UI just like this. And you can also just dock and undock it like this. Okay, As he also do in your other softwares like Photoshop, OK, and you can just dock it and docket and every new want to place it any other place and you can just place it anywhere you want. So for now, I'm just going to place it over here. Okay. And the and decide, let's let's put it on the top. Okay. You can also do that or you can. I would like to just let it be over here, the properties to be on the same place. Okay? Our I'm just going to just place it on the normal side. Okay. Let's place it over here so I can just place it also over here if I want it on the top. So if you think you are just messed up a little bit, you can just simply go to Edit, I'm sorry, Edit and just go to Windows and press Reset UI. So it will be reset and everything will be placed on its own place where as default it should be placed. So now in the right side you will find out the first thing and that is the texture set. So your texture set will be called as basically call as the materials that, the material that you have added. So you have your material over here, you can come to the settings, you can also design to hide all the descriptions and all the stuff. Okay? Basically I hide all the hide. It is set to the Hide. Empty descriptions over here, okay, even you can also import all the parameters if you want to, like the JSON files, there's already written over here. Now, the next thing is the layer. So the layers are just exactly like the Photoshop layers, okay? You are here, you will also find the normal and the blending options, okay? And you will find out the opacity you just over here. Let me just hit a normal dog door here and I can just show you that how exactly the same way it, the opacity works. Okay? And it is a, it is also going to work the way you want to. Let's say if I just decrease the flow, it is just going to be less flow in the brush, but it will also affect, it will be also affected by the normally using and modifying the layer options. So let's just say Control Z. And here you can, here you will find the settings for each and every map that you have, that each and every channel that you have in your materials are, I will say like in your final textures, okay, In your substance painter project. So now you can just select any of the materials. Let's see metallic. You want to just do see all the thumbnails of metallics and see at what blending option it is set. So you can do that. So I'll just come back to the default extra here. And now let's move to the next thing and that is the texture sets. So sets are basically the settings for all the textures. I can also just change the name, so let's just change it from lumbered 2008 to texture one. Okay, so it's set as texture one. I can also add a description if I want to, let's say. Yep. Okay, so it will be added over here. Yup. And you can just go to settings and you can hide all descriptions so it won't show it. And why add a description for us to fall. So let it be normal, okay, so at this place, this is also 10 also, like I remember, you should also remember this place also, because here you can just move all of us, modify the resolution of your texture. Let's say if you want to see the exact same texture in for k, so it will, it will convert that same look in for K. And if you wanted to see it exact same texture and 1.24, you can see, I'm sorry, not 1.241128. It will look like this. So from this place you can just see the actual logo over here. So if I'm working in 20 K, which I'm going to save my output so I can look at this. So if you're using, if you're making some allergy for game. So you can just check it again and again how the pictures are going to look when they are placed in 128, like that. Okay, so the next thing is the texture and ten instance. So it is set as the main shader for now. Okay, and the next place, Let's come to the next place, and that is the channels. So channels are basically the properties of your each textures, okay? So it has base color, hydro roughness, metallic, normal, and all other stuff over here. And you can also add if you want to, you can just hit this Plus icon and the left click on this plus icon, and you can just add anything you want to. Let's say you want to add something like immersive. So we can add the Immersive which is here. So I can just click on it and it will be added as an immersive. Another property for adding the textures, okay, so these are like it also represents the files to be Export did inside this texture set. Okay, so I can just remove it for now, that was just for demo purpose. So I can just scroll down here. You will find out the normal mixing and it is set as combined for now. And also the other settings are here and offer this. The downside is the mesh maps are placed over here. So mesh maps are basically the maps that you are going to add over here. So we usually pick the makes a big maps. So too big the maps, you will just have to simply hit this one. Really big all the maps. And if you're, let's say you're adding any normal app on this one, you can simply come over here and select that. So I'm just going to select the ID map and for that, and it will automatically add the map or here. And if I just come to this distinguished here, but the help of this, I can navigate between the, all the maps. So I can just come down over here and see how the map is going to look like as now here I can see how is it going to look like LK. I can see a little bit of problem where here, don't worry, I will also learn how to fix them. So I have this idea map, I can just navigate through them. Let's come back to the material and let's see how the material. So at this place you will find out all the maps of all the stuff over here. Okay, which is basically your textures that stuff is. So now let's move on to the next thing and that is the paint options and the material settings. 9. Material and Brush Settings : So here we are in the material settings, and right now we are going to learn about the materials and also the brush settings. So basically your brush settings are available and two places and that the first is on the top also, and the second is also in the right properties paint. Okay. You can just come over here and you can do all they're just right at this place. It's exactly the birth settings are also available here. And the next thing you will find at this place is the Alpha. You can just to also add any other file that you want for your brush and working, it will start working as alpha that you wanted. So I can just increase the flow a little bit. So it will be like total flow, okay? Like this here you can see you can add any alpha you want or you can use it as brush as you wish. Okay? So for now I'm not going to use any alcohol, so I'm just going to make it cross and retina you can see it is set as normal, so no, I don't even know when to use that kind of stuff. So let's just go back to the normal breast setting. So for that, I will just simply double-click on this Artistic Paint I had for this, select that brush for me. So that's how you can simply change your brush. Just double-click on it and it will just have that Alpha brush for you. Okay, So now the next thing is, let me just drag it out for now and I'm just going to place it on the top so I can just scroll on all the settings. Okay, So now the next thing is the alpha. And as you have seen, it's easy to use the Alpha. And all the maps have all the, all the maps and all the textures, all the materials, and even the brush have their own settings. Now let's scroll down and the next thing is the stencil. So stencil is something like a simple stencil stuff you will get, you will get the stencil option just like this. And you will be able to paint on it just like a stencil. And the next thing and the most important and the mostly something that we are going to use a lot. And that is the material setting. So in the material setting you will find out the color, height, roughness, and all stuff. So let me just give you a simple example just by creating a material. So as you have also seen in the layers, you can create all the layers. Or from over here, you will find out the making the group options, deleting them, making a fill layer, making a paint layer, and also making mask, and also the adjustment layer. So we're here with the adjustment. You can add all the different kind of stuff, just like Photoshop adjustment here, we have the different adjustment over here. Okay. So now let's create a failure for now so we can learn about how the metallic and all different stuff works. So here I have a normal failure. I'm just going to name it as example. So the hours, remember that it's just an example. So now after adding this one, I can just first of all, select all of the stuff which I want to work with. So if I don't want to work with any all of this thing, I can just turn it off so there will be no effect of height or off or everything which I've just turned off. Okay. Like that. Now, the next thing is I will just turn on all the stuff because I'm just going to use all of them. Now the next thing is you can just also select the material mode if you want do and you can just simply select anything which is available in the shelf, and that's easy. You can just click on anything and there will be many shelf on the top of you, which you will find all the all the shelf contains. So it will be easy for you to select between them, select any of the materials or shaders, a kit. That's it. So right now I'm just going to use our base shudder of, let's say like light red for example. And I just want to make the height at top. So for now even if I just adjusted as top down is not going to work. Why? Because it's, it's working on all the whole model. Here you can see. But what will happen if I just come over here and create a simply just create a map. So for the map, I will just had, I will just come over here at a black mask. And if I just add a black mask, you can see it as a black mask on top of that layer, just like Photoshop. Basically, I'm just I'm just saying just like Photoshop again again. I'm sorry. So for that, I can just simply paint on it just like this. Here you can see the mask is working like that, and now the settings are going to work as I told you. So if I scroll down into the material options, let me just first come to the material. Okay, so right now what I have selected is dumb mask settings. So for the MOSFET, and you can see the Alpha is working over here. I can just turn, turn off the Alpha, and even I can just to make it grayscale or like this, which is just modifying my brush. You can see I can just modify my brush as much I want. So this is just a influence meter. The more darker I want, I will go, the more or less influence it will be, it will have. The more lighter I will go, the more influence if we'll have, okay, just like this. And the next thing is, I'm going to go over here, always remember, let me just reset the uveitis for a bit. Okay? So in this layer settings, if you are selected mask, you will see the properties of the mask. If you will select the properties. I'm sorry, I just wanted to do it once, one more time. Okay? Okay. Now here you can see if I just create, let's create a circle over here and let's increase it a little bit. And that's it. If I just click it, you can see the border is created or here, the more higher you go, the more the way it will work. Okay, Now, if you will select the mask place, you will just find out the settings for the mask. If you will select the texture one, you will find out the settings for the texture and that's simple for you to understand. And the next thing over here, you can just adjust the height here you can see this is how we are going to adjust the height of the basic proportion. Here you can see the more smoother you want. If you wanted to make it go inside, you can just make it go in minus, if you want to make it like go outside, it can just be n plus. So that's how you can play with the height. So now let's move to the next thing and that is the roughness. So roughness is just as a simple stuff. So the more of you want to make it, it will work an array. So let's just move the lighting a little bit so you'll have a better idea of the roughness here you can see, you can turn the roughness do on. So now here you can see this area is total leader or off, and this area is totally kind of shiny. So it's like this. So the less you all make it, the less shiny it will be, the more shiny it will be. I'm sorry. So that's how it works. So I can just may also modify the modality. So the more metallic will increase, it will have the metallic properties just like this. And the next thing is going to be working as normal. So normal is basically just a map. As I can say for now, we will also use it and you will learn how the normals work basically now. So I hope you all understand this, the basics of this whole stuff. How does all this works? So if I just put the normals for not just like this, and if I look how metallic it estoy here, you can see it still has the shine is still have it. Let's just remove the mask. Okay. And now you can see it has the metallic properties. It's just having a metallic properties here. Now, if I just turn it off, like totally off here, you can see it's total herself now it's not non-metallic. I can make it more rough. So you can see it's totally Lambert type of stuff. And I can just make it more shiny like this. You can see it has like a, like a plastic kind of stuff. And if you want to make it more metallic, I can just turn it on. Here. You can see it will have a dense kind of stuff and it will have the shine of the metal. So that's the difference of rough and roughness and metallic. So that is it for this one and you'll understand. So let's move to the next thing and that is going to be the lighting and other settings. 10. Light overview : So here we are and now we're just going to get started with the lighting settings. So first of all, let me just take a take a normal brush or even if I want to, okay, whatever. So now as you have learned all the stuff, I'm just going to delete this layer. So to delete the layer, you can just simply press the Delete button if you want, or you can just simply press the right-click to have all those, all the options. So these are the options are nothing new. These are the exact same options which are also available over here. So in some sense there, it's like a minimalistic approach. They don't give you a lot of options. They will just keep your small options, which we'll do like 80, 20 rule 20 percent Alpha options and they will do the 80% of the work. So that's how it's going to work. So you can just simply click over here and that's it. You've deleted that layer. So now let's learn about the lighting settings and all the different settings of Substance Painter. So in the substance painter, the first thing is over here and that is, and that is, the first is just coming to the display settings. So the display settings is over here. You can just modify your display. You can add an act, just all the stuff of it, this place. Okay. You again, the teens, your lighting. So as I also told you, the Shift and right-click will help you adjusting your lighting, rotating your HDRI. So if you want to see how the HDRI is basically rotating, you can just turn on the, you can increase the opacity just like this, like environmental or environment or passive D. And you can just say shift right-click. So here you can see how your environment is basically rotating. Okay? So this is just a default stuff. I'm just going to turn it off because I don't want to see the environment. So with the help of the environment map settings, you can basically see which SDI you want to use. So it will just directly affect the models lighting. So more different, SGR is more different more than lighting. And you can even import NHGRI, you want to do. So you can just simply drag and drop it or you can just simply click on this one and add resource. And you can just add any map you want to do. So you can just, once again, I'm just saying come to the shelf. Okay, You'll find out all the option here. You can just simply click on this Import or resource icon. And you can just import anything you want and you can just name it as environment. And then it will start showing you as the old environment. So for now I'm just going to use the default one. And the default one is called as panoramic. It's called a select panorama. So that is over here. I'm sorry, not this one. As you can see. It's like having like a blue tint on the lighting. That's why the model is totally different. So from this thing, you can always just find out which is going to be the final lighting on your final output that you want to, you can just have already, you can already set your lighting from this place, okay. Or you can even put your game as DRI inside here, that kind of lighting settings that you are going to use, okay. And that will help you a lot saving your time. Now here in the downside, you can have all the exposure rotation settings. As you can see, you can rotate it. I need time, just like this. And here you'll find out how to do that shift and right-click. So the next thing is shadows. If you don't own the shadows here you can see the processing as just a little bit longer. It will start showing you just like this and I think there's some glitch with that. Okay. Maybe I'll you can also just add just as you want. If you want intensive shadows, if you want to average shadows, or if you want any kind of life rich shadows. Okay, so here you can see it in my software version, there's some glitch or maybe something. So I'm just going to turn it off for now. Okay? So you can also turn on your shadows if you want to. And the next settings is the camera settings. And the camera settings you can adjust the field of view just like this. Okay? And you're going to just make them on and off as the way you want. The focal length and the degree is basically same and kind of same. I can say they were like proportionally. Okay. So I can just drag down, just scroll down, you'll find out all the, uh, you can also add like post effects. If you want to, you can add some color corrections, let's say like this kind of stuff here, okay, like this, such as duration, making the contrast, and all the stuff you can just turn on. Okay, I'm sorry. I didn't turn it on. So that's how you can work. The saturation, the contrast and all stuff, like the brightness and all stuff. So Fernando's going to turn it off. It's like a post, post effects. After doing the textures, if you want to use, you can just use all that don't MCing and others type of Egonet and all stuff. So I'm not going to use any of them here. You will find out all the active and da licensing options over here if you wanted to turn them off, you can also turn them on and off at this place. So these are like a little bit advanced stuff. Okay, so the next thing is the viewport settings. You can just find out your viewport setting. You can make it higher if you want to. And for now I'm just going to make it as normal as the view port filtering stuff. And that's it. Here we have the dual settings and all the, all the camera filters and frame. You can also mask your gate capacity also here. And the next thing is the fire, so I'm sorry, the wireframe. So if you want to see, right now, I haven't selected in the layers, but if you want to change the color of your wireframe that you want to see inside the substance painter, you can select basically the color which you want to see. So for an item is selected the black, the blue color. You can also turn on and off. You can also increase and decrease the opacity of your wireframe. So that's how it works. So now let's move to the next thing and that is the shader settings. So in the shadow settings, you will find out all the settings switches like the IO in density, the horizontal fading, the immersive Anders answer the intensity you're gonna weld us control your intensity from this part. Okay? How much intense, intense you want to make your ambient occlusion or you want to make your horizontal fading, or even you want to turn it when you want to, if you want to make the emissive more intense with the help of this settings. And the next thing is the substance shattering per parameters. If you want to shatter it, you can just use the scale and all stuff. So this is just a little bit more advanced for you. So first you should learn the basics of all the stars on the skipping it for now and the displacement them tessellation is also over here. If you want do increase and degrees that desolation, you can actually just modified the mean mesh of the model, okay, If the help of desolation displacement like that. So, um, the next and the most important thing is over here, and that is history. So with the help of history, you can come and go back to any of your stuff. Let's say I want to go to the back time when our I created the Add channel, I can just simply double-click on it and it will just move me to the channel when I have added. And let's say I just want to go back to the color, the time when I just had it added the color over here. So as you can see, again, just go any time where I did any kind of changes. So I can just simply double-click on that and I can just go forward and backward anytime. So that's it for all the basic UI of the total overview of the substance painter. And then the last thing is left and that is the log. So I don't need to just give like an explanation for that. It's just like the log of the software, so that's it. Now, we'll just continue modeling and texturing this material, this object over here from the next section. So that's it. So let's move on to the next section. 11. Import Resources : So here we are. And now in this lecture we're just going to learn how we are going to import, how can we import inside the substance painter? So it is basically so simple, uses how to click over here. And with the help of this, it will just open the import re sources option. We can say like as a window. And after that you can just click on this Add Resources. And after adding the resources, it will open the browse option for you. So you can just simply come over here and select the map or anything that you want to import inside your project. So right now, I just want to add something called as my actual, I can say like the actual my substance painter or I can say like my texture folder. So what V1 to import right now is the wood texture. Okay? So if you want, if you want to learn how to, how you're going to import, how to get more textures. You can just simply come to textures.com and you can just find out a lot of textures which are our label in this Websites. And it's also free to use. You will get 15 credits. And with the help of that, you can download any material that you want to use. Okay? So the materials will come in different map sets, okay? Like albedo, like your height map, the normal map, the occlusion map and roughness map. These are, these will be like different maps and then you will only simply have to just download them. And after downloading them, you can just simply imported inside Substance Painter. So that's how it is going to work. So let's just first of all, import the material and let's create that material as material. So I'm just going to simply import them inside substance painter or ER. Hi, I have the texture folder here and I have all the textures placed in here. So I'm just going to import these five textures which are t. I can say like the five textures which are the basic Locke would log texture, which I just downloaded from the, from our software from a website called as the texture.com. So here you can see here we have the normal map here. The other roughness and height map is also ended who are here. So what I'm going to do, I'm just going to come to the surface such stands here, add resources and I can simply select the path and I will come back over here, press control V, hit Enter, and it will automatically open that particular place for me. So what I will do, I will just scroll down and try to find them where they are. So here we are. Here we are. All the five textures are placed and I would hit Open and after opening them, I will simply select all of them. Now I can just find out which color what are they saw this I just have to explain the substance painter, what color, what are these things? So I will just simply select Texture and hit end before importing. It will just find you where you want to import these textures. So right now I'm just going to import them inside shelf, which is the main shelf of substance painter, or you can even import them into current session. So I'm just going to do this in the current sessions and hit Import. And after importing it, you will just find out here you have the filter which is showing you the important, the imported texture over here, okay, which is over here. So right now it is just showing you the, all the five stuff that I have imported inside Substance Painter. So now we'll learn about how we are going to create the material with the important stuff. But still that's how you can basically import anything inside Substance Painter. So that's just a simple lecture for that, and that's it. So let's move on. 12. Filters and Shelf: So here we are in the next lecture and now in this one we are going to learn about how to do the filtering and Substance Painter. So right now here you can see in the shelf, you'll find out all the stuff is over here, plays the fill go to Project. You will find out the things which are inside the project. If you will come to the alphas, the procedural. So even if you'll come to the textures, it will place all the other stuff that you have imported until now. As the textures are now placed inside texture, you will even find out all the, all the stuff data we just imported right now we're here like this one. You can see the wood planks are of S placed over here. And now the filtering is over here. So if you want to just add, edit or access to all the filtering, you can just simply select all the stuff where the things are placed. So let's say you just want to go to the textures. Okay, here we are in the textures. You can see the car. The car paint is over here, the flakes is here. And the project inside Project, you'll find out this one. And when you just turn on the shelf, you will find out the textures which, which contains the textures we just imported right now over here. So this is how you can just simply filter it. So this is just a simple way of, there are different ways. If you want to just go with just the actual, let's say like the actual folder away. So this is how the folders are released. Okay, like just scroll like this, a good project or a session. So in this session we just imported this one. So as you can see, everything that we have imported, it will be placed in this session, which is like just for only for this project purpose. That's why it have like set as a session. So that's it. You can also select the pods, even if you want to add it. In the filters way you can see the finishers are added over here. If you want to remove any filter, you can disclose it and you can see it will start showing you the session even if you cross it, although filters will go away from here, and it will show you all the files back again like this. So after deleting all the, all the filters, you can see everything is showing me all the folders over here. I can just go to the folder. You can just click on this folder one and you can just find out all eight and everything is over here. Like you can go to plough thing, you're going to go to Tracks and each and every staff is placed here. And a perfect way. So That's how we can go with that. Or you can just simply search and you can just search for like environment. And it will start showing you the environment. And if you want it to be blazed like this, okay, you can just click on this 12. It will be set as the filter, okay? So you can just simply go anywhere, okay? And that's how you can displace it, right? Okay. So I'm just going to say like environment, okay, I NVT, okay, and hit like this, it will be set as a filter set over here. So let's say if you want to just filter by the usage, basically it's called It's filter by usage. And this is how is just going to come and like place everything according to the usage like this. As you can see, Environment filters turned on, I can just turn it off. And now here you can see the usage for editors are said or here. So that's a simple to navigate. You will just learn it once. You will try it again and again, like two or three times, that's enough for you to understand the how it is going to work like that. So that is it. So let's move to the next stuff. Let's move to the next lecture. 13. Bake Maps : So here we are, that is baking the maps in Substance Painter and that is the most important stuff that you should always do before starting to texture your model. So what are the baking maps are going to do? So how to do them? First of all, I'm just simply delete this layer because I don't want it for now. Okay, so I will just simply go to Edit. And here you will find out big mess maps, okay? And this is also one place over here, and we also seen it in this place where we just selected the ID maps. But even if you have selected the ID map for this one right now, once you select the Base big mesh maps over here, you will just have this baking window open. And here you will find out all the options over here like this. So I'm just going to select the file ID or let's let it be like the material color for an odd because we will use an external ID map for now. Okay, so let's just go back to the normal and let's here. You can see, here you will find out all of the settings like you can add just anything that you think we just specifically different for your project. Okay. The thickness and all stuff. So I'm just going to go to the selection and select the next one. I can just go to the common and common, you will find out the output size. So for now I'm just going to choose 2000 output size, which will be 2448, okay? And there is like limit of eight K in this place, okay, Now I'm not going to use that much, but I will just go for this much. And then the daily delineation with is over here, but we don't have to do anything with that. Even if you want to apply the diffusion, you can just apply it. And now what I'm just going to do is I'm not going to just do anything with the default settings for now, let's hit the beak mesh map beg selected textures. After doing that, I will just simply have different. And all the textures will be like big. As you can see, everything is begged and now our model is looking just a little bit different here you can see we've just got the shade a little bit over here now. They're just like the IO and all of their stuff, okay? And you can just navigate through this all channels like the map, like normal and like position the ID map or let's say, okay, you can see the ID map is totally career right now. Why? Because it was just a gray. So for that, don't worry, just hit crossover here, select ID map. You can just select that color map or here, and it will just come back to ID. You will find out we have our ID map that we bid on Maya begged and Maya software. So that's how you can basically pick your map, okay? And that's how you have to be good. So let's say if you want to use some different normal map, you can simply click over here and you can select any normal map that you have. Maybe if you have something from like your ZBrush, you can just import that map or here, and you can see this in real time. So that's how you have to basically beak your map. You can do it anytime. Just press Control Shift P and just select anything you want and just say beak mesh Maps. And it will be everything for you and then you will start getting your final stuff hit. Okay? And that's it here. You've got all so I can see again, I just forgot to turn off the ID map. So here you can see, and if I just come back to id map, you can see I got the idea, map back again over here. So that's how you have to simply bake your mesh, make your map in Substance Painter. So let's move on. Let's start adding some materials as paying with the materials and we'll start texturing our object. 14. Material and UV projection: So hey guys, We are now in the different lecture. And the first thing I will go over here, I will just come to the material one. So in the material what I will see the all RGB normal map and literally everything which you are just going to do inside Substance Painter. So that's what you are just going to learn and know. The first thing that I want to do is I want to add like a simple material on, on my, on my model. So let's learn about material in this lecture. So let's get started. The first thing I will just scroll down and go to materials. So here you will find all the materials over here, okay, you can just see there is like a lot of materials here. I have some of the materials are like custom, so you can just ignore them if you think like, I don't have this building texture in my mass of sense vendor. That's okay because this is like a custom texture, just size, that is what I created. Okay, let's see how it will look like. Here you can see we have the building kind of look on our create. So I can just, we'll also learn how to create materials in this course. Okay, Don't worry with that. So here you will find a lot of like stylized and a lot of materials that I have. Okay. You can also import them as I've also given you the way to import it. So that's how you can do them. Let's add a simple brass materials. You can just simply drag it on top of it, or you can simply drag it over here. Both of them will work in the same way. So now here you can see it has like a cold tint over here. As you can see, it has like simple like totally golden look over here. Okay, but now let's play with some settings. So here you can see, you can just modify the color of the same material lists. Let's just start, let's just make it like a dark gray. So here you can see it's now looking like totally like aluminum. So here, even if I displace the aluminum on the top of it, you can see the different is just with the color, even the roughness and the metallic is just a little bit tweaked, but there's no like huge difference on it. Okay. So this is how basically the materials look like, even if I just put this one on the top of it. Here you can see what is basically happening. It just had some different parameters added on this one and which parameters are like for the different colors. So I can just change this color. I can add this one also color like I can make this one color like this. Now it's looking totally ugly here. So I can just make the border go like this. I can also just add just a roughness with the help of that. And I can just also control the tiling of the pattern. Here you can see just like this. So some materials will have some different parameters and some materials for not have some different parameters. So that's how I, that's how you are going to work with that. So let's first of all, let's create our own metallic shader. So let's say I just want to make this part as the metallic. So to make that I will just simply click, click on this failure option. And here you can see we created a simple gray and same color of fill. I can just make it lighter, gray like this. And then I can just adjust it to go like a little bit more a lesser off and more off metallic. So here you can see we're just getting this metallic look over here. Like kind of a metallic okay. Over here, if you feel turned it like fully on, you can see it's like total shiny metal over here now. So if you just turn on the roughness like this, it will have like a rough kind of metallic properties. Okay. If I'll just turn it off like this, you can see it's just going to get too shiny. It. So basically you're just controlling the rough over here. So that's how you are just going to play with different, different type of metallics in this place. Okay? Now, you can also control them if you want to turn off any height and width, any meter and the normal in this turn off them. Even if you want to turn off the color, you can just turn it off. Let's say I just want only the meter properties so I can just have the metabolic properties for over here. So if you'll scroll down in this small icon where the base color is set as default. You can just come down to metallic and you can just see metallic is set as normal and this from this place you will start seeing the metallic properties over here. So let's come back to the base color. And here you can see it's not doing any kind of color, anything, okay. It's just a one property and that is metallic. Even if you want to turn on the roughness, you can also use the roughness. Okay? You can see these small icons, these small burdens are used for a different, each Bhutanese to use for the different type of metallics over here. So for now, I'm just going to do is I'll just delete it for now and we'll just come over here alpha search like iron because we have a lot of iron properties over here. So I'm just going to choose one iron for here now. So we can just choose the iron stuff over here, C, As you can see here, we have like iron properties here, which is added over here. Now also there's another thing that we will also learn. We learn about Mosque in the The next lecture. But first of all, let's just see over here. Now the thing here you can see we're just getting like a problem with our Huey. Okay. If I'll just go with this one, It's not like totally good. So for that, how can I adjust it? Ours have to scroll up over here. You can see in the projection depth we have this UV protection if you just change it to try planner, so it will just come out from the different side. Here you can see after doing this simple trick, all our UV is looking like totally seamless and it's just giving us a nice look as it should give. So you can just simply change it. If your UV is not working great for you, you can just simply change it or even you can date it with the help of W, E, R. You can even resize it. You can even change it the way you want, okay? You can also rotate them as you want, as you wish, okay? And you can also just have a lot of different prediction methods. So the first prediction method is just like the UV fill light, which is like set as default. And the next one is UV protection, which is also like UV projection over here. And the next is the triplanar, something that retried cis right now. And the next one is planner projection. So planner prediction is like coming from the one side here, okay? As you can see, if I just place it over here, you can see at this angle it is like a working perfectly. So I can just rotate the light a little bit so, so I can see this properly, okay, here you can see it will have one division which is over here, which will indicate from which angle it is, it is actually predicting. So I can just rotate it with the help of the E key. I can choose the rotation and I can just rotate it a little bit like this much. And like 90-degree I can say and I can displace it like from the front view. So you see, you can see, I can, this is how I can modify the look like this and this is how I can place it. So for now, I'm just going to go with the tribe planner and try blend is just looking good for me. Like I think it's, it's like perfect for this model. Okay? And generally going with like properly set, like I have to use this one in this course, okay? I will create with you and you will also learn what are the things that what looks good, what doesn't look good. We will also try some different materials in this one, will also at just this one. So this course will have some different stuff from the others, okay, which I believe now, as you can see, we have already added this one, and this is how you can add materials in your object. So right now as you can see, the R, R1 damage is over here, okay, substandard, just auto saved right now that's happening. And now the next thing is, I'll just save it one more time, okay, because we're just creating some elders say learning our Canvas course subs stance. Okay, this is a slacker learnings file. So I've just saved it. And here you can see we just added it over here. And now let's look how many settings it is providing inside the parameters. You can find out the roughness of each dent that we have. Okay? You can also make it like more shiny because it has a lot of density. It should not have a lot of shyness. So while texturing, you will also have to remember your logic. If you forgot your logic, the textures are not going to be perfect as they should. So that, that's it. And also it depends on what you are basically mapping. Then you can also go with the normal intensity, okay, it's not affecting a lot, but it's difficult to see the actual changes status happening or here, Okay. If you're having difficulty and watching something, you can always come over here and see how much height and roughness it is just happening over here. Or you can just directly come down to normal. And we can see, wait a minute, let's just come over here, okay, here we have the normal. Now you can simply see how much intensity and what it is affecting over here now. Okay? And the height range. Now you'll be able to see and you can just simply come back to material. And that's how you can see you. So it's not looking so great right now, so I'll just fix it. Just like place them a little bit lesser, a little bit more or lesser like this. Okay. So that is it. Now, I think it's it should be have a lot of it, a little bit less dialing. So you can just come to the UID transformations and you can just decrease the size of our metal. So you can see the sizes like to decrease too much decrease. As you can see, it's like totally looking like rubbed and dimers or something like this. So this is how you can basically just scale them up. So I'm just going to scale it just a little bit less, not too much, just a little bit less this much. And it's okay to have this style over here. Or I can just simply just scale it down a little bit. And I can just come down to the parameters and I can just decrease the normal intensity. So it will not have that much darker shadow as you can see over here. Now, I'll just increase the normal density just a little bit much and also decrease the height position. So I think it's looking great from the side. Let's look from the other sides, from the back It's also looking create, and also from the other side is looking trade. So that's the way of using one or two needles. In the next one, we'll learn about these, these smart materials. So let's move on to that. 15. Smart Material: So after creating the normal material, Let's move on to learning how the substance, smart materials work. So I'm just going to hide it for now. And as you will scroll down, you can see offer a materials, there is something called Smart materials. So here you will find out more materials which have a lot of more pedometers like more, I can say more properties over here. So what are basically substance painter? Let's look. So for now, let's go for this bronze statue which have this all the materials over here. So I'm just going to place it over here. And now after this one, you can see it's like totally giving us like a total different look over here. Okay. As you can see, it has a lot of like normals and as you can see, it's like looking kinda good. Okay? So what is basically happening in the smart material? It's like a it's like a total. It's like a folder of a lot of materials. So here you can see I have the bronze base. I have like the corrosion, which is over here. Okay. And the metallic contrast contrast is just like a filter on top of it. Okay, if it's just working. And here you can see the filter is over here. We can also adjust the levels. Okay, we'll also learn about that later. So for now I can see it's not working the way it should work, so I'm just going to come back to the attribute and also to the channel mapping. And I can just simply go to the UE1 and our list, increase and try to decrease the scale just a little bit. So it will have like the perfect back that it should provide on the model. So now you can see it is now providing us the actual as it should do. Okay? So this is how basically the smart materials works. So this is the one. So let's try a different one. I'll add like a dirt. It's just like a simple turtle one. If I add that here you can see it is going to calculate a proper or dirt place over here. And this is how it is going to work like. So I can simply come over here and here you can see it is now already set as the trip planner. I can also just set it as UV projection if I want to, or I can just go to the normal UV protection so that the prediction will vary from different to different stuff. Okay, so I can change this one as say, this one. What's something that I have already created? As you can see, it has a lot of heights. So for this stuff, I would like to adjust the height of that or I can just simply turn off the height because I don't think the rest should have any kind of height. So that's it here you can see we have added like a turd on the top of our metal stuff. Okay, and that's how basically the smart materials work. And in the next, so let's move to the next stuff. 16. Mask and ID map use : So hey up. And now the next thing that we are going to use in this one is going to be called as the masking. So masking for the masking, let me just make it as go track planner for now. Okay, so a masking, we are going to use the mask for now. So as we already have ID map. So because of that, it will be easy for us to use the mask, okay, so it's impulse. Hit the right-click and go to add Moscow with colors and selection. And it will just show you this ID map or here, you're going to simply click on this color and you can simply click on this yellow color, okay, once you've selected the yellow color, you can see the other part is just gone. Okay. Let me just hide it is you can see it just simply and properly mosque do on the part which is set as yellow. So as you can see over here, we have the yellow properties. The every single polygon, every single place which has that yellow color has now set as the iron rod damage this material. So now we'll do the same thing with the dirt because we just wanted to do it also on the metal for now. Okay. So I can just pick the color and the yellow color and now it's the dirt is also only on the metal. Okay. You can just simply shift right-click. And with the help of that, you can just modify the light. Okay, here you can see we have the dirt only on our model, only an ANOVA model. So you can also do all the stuff. So let's try looking for like something are rushed. So the dirt is also looking kind of create. So let's try modifying it. So to modify that, I will just simply come to the arrest one over here. You can also do one thing, okay. If you're just going to, if you don't want to do the color selection again in a cane, you can just simply create one folder over here. Just drag it up. Okay. You can just drag and drop it. We are I can just put my like my smart material on side that and I can also place my other material over here, okay. This one is basically on the top of it. I don't want to put it on the top of it. So you know, the, it's actually works like a higher hierarchy. Always remember if you put the iron on top of it, it will look like this, totally different. And let's place it over here. So as you can see here, we have like what we wanted, like dusted, like properly rested, I run. And now let's do also one more thing. If I'll just come to the texture settings and I think it's just having some pixel problems. Okay, Let me just decrease the size of the brush for now. So to decrease the size is like the curly bracket on an open. So with the help of that, you can modify anything as you want. Now, here I think I should have like more, better, higher-quality. So I will just go for the Forky software switching. It will switch me to the four key quality and it will start showing the fork equality. Here you can see we have like more detail pixels over here. So now I can just look at it from the fork equality and it's like looking trade. Okay, Now, the next off is what I want to do is I will like to show you the, another way of adding the, the mosque with, without using the color, without using the ID map. Okay, So let's add another rested, still ruined steel or IND. And I've just added it over here once after adding it, it will just load it for now because for now we are using for k texture, so it's just taking a little longer time. So here you can see the Steelers you're ruined is over here. And now it's like, it's like looking great. Okay. There is no problem because we just big did. Here. You can see the left side is also looking great. So I just only wanted to work only on, let's say in the center part and we don't have any ID. So what you will do if you don't have any ID, uses press right-click and here you will add a black mask, or with the help of black mask, it will just add a black mask over here. You can simply select that black mask and choose any brush you want. And you can just, wherever you paint, it will start creating the white place over here. And if you're not able to see that, you can just simply come to the, okay, you can just simply double-click on your mosque or just press Alt and left-click on it and you will start seeing the mosque wherever you are creating your mosque is okay. So this is also one way you can just paint using your brush. And I know it's totally difficult to paint using the brush. So to fix that problem, substance also have a better way. So too, for the better way, you can just simply select that the mask place you want to use. And you can just use this polygon selector tool with the help of that, you can just simply select the polygon sphere you want to add your materials. So I'm just going to select this place over here. And I will select it this much part over here, and that's it here you can see we just selected that much part for only our this texture. Okay? So this is how you can use the mask with the help of this polygon. If you don't have ID map, if you have ID map, That's great. Always use the ID map. It will save you a lot of time. Now the next thing is, the next thing is what to do if if you want to, let's say if you want to copy and paste the same mosque on everything, Let's see. I just want to have this mosque which have the dirt, or let's say I just wanted this mosque of these raw one to the iron damaged one. So I'll just simply right-click and I will just do one thing. And here is the option for that. And that is just the, there are also a lot of options like the inward mosque and clear mask or remove mosque if you want to do all the stuff and even you can just invert the mask that you have created over here. So for that, what I will do, I will just simply copy the mosque here we have the setting and that's it. After copying that, first of all, I will just remove the mask, okay. And I will just paste it over here, but it won't let me just paste it directly. So first I will have to create the mask and then I will paste it, okay? And paste into mosque. And after pasting into mouse, you can see and that particular place, it, it will just paste that particular part, okay, here you can see it is exactly the same. Okay? So that's also one way of saving time and using mask. So that is it. Now let's move on to creating and continuing our model. 17. Create Smart material: So here we can see, here we have for now, everything is sad. The rushed is not that proper, so I'm just going to remove that dirt smart material for now. We will add it manually with the help of that. So in this lecture we're just going to learn how to create your own materials. So creating your own material is simple. So the first thing that you just have to do is create a fill layer. So we're already going to create a material for our wood that we want to add over here, okay, and we'll create a smart material for that. So the first thing is you can just simply see there is no wooden material in Substance Painter already. And so even if you haven't created any wooden material, you will learn it anyway in this lecture. Okay, so because there is no wood material over here like so for now, we're just going to use the foot plank stuff that we have downloaded from the textures.com. Okay, so don't worry, you will get the files in the, in the file folder that will provide in this course. Okay, Now let's continue with creating that. So first of all, let's create the fill layer. And after creating the fill layer, you can just simply come to the base color and just click over here. You can come over here and simply just select like wood and offers selecting like avoid. I already have like stylized stuff so you can just ignore them for now and you can just hover on it. We're on the top of it. You can see a high have here the way the plank albedo. So I will add the albedo over here. So it will have the albedo. You can see the albedo is added on the top of the model, but we don't only need the albedo, we also want the height map and rough math and all the other stuff. So for that, what I'll do, I'll just close this one for now. I will just go to the filter, okay? And I will just go to the filter with the for the with the folders. I'm sorry. Okay, I will just scroll down like this and I will go to the session. And in this session here you will find out all the stuff that we have imported. Okay, So these are placed over here and now I'll just have to do is just hover on it. Just look, it's like the ambient occlusion is over here. Okay. And the other one is hide soil is put the height over here and here you will see, you will find out the normal. Let's add the normal over here. And let's add another thing. And what is it? It's roughness. I'll just place the roughness over here. So obviously it is void so we don't need any metallic. So I'm not going to let make this metallic, make this word any kind of like a metallic. So that is it here. You can see we placed it over here. And now what we have, we find out where here is our own material that we created. So our material is over here, which is ready, all the maps are ready and recreated a simple material over here. Okay? Now the problem here you can see it's not placing properly only the left side is looking a little bit. Okay. So what I'm going to do is I will just scale it just a little bit down. So here you can see you will start seeing the planks or a year, but we don't want the planks to be this much smaller. So what I will do, I'll just come over here trap planner. And I will also increase the size a little bit more so I'll be able to see them visually correctly. Okay, and now I can see nom able to see it after the try planner option. So I'll just rotate it just a little bit. Okay? And I will first look for the side way sine angle. So from the side angle here, I can find out if this much is perfect. Okay, and let's go for the another side angle. Let's put the light over here and I think it's, it's perfect. Okay. There is like no problem from this angle. Ok. And for the top angle, if I if I look at the top angle, you can see it's not looking at the proper as it should look. So first of all, first thing I will do here is I will just, instead of making a trip planner, I will make it as UV project around, say, right-click. Okay, and I will just save this as preset, to save this at preset. So what to do? First of all, just renaming as rude. Okay, so after renaming it as void, I will simply click on this properties over here headed right-click and create a material preset. So it will create the new material preset over here. So you can just simply drag and drop anytime if you want to use it. And you can just simply delete and use it the way anyway you want. Okay, so that's how you can use it. So now the next thing that we have to do is, okay, Let's just deleted now and let's check if it's working the perfectly as we want now. So let's drag and drop it. And now here you can see it's working perfectly even so materialists over here. Now let's start adjusting it according to the way we want. 18. UV projections and Setting up: So here we are. Now we are going to get started with entrusting the material that we have created. As you can see here, it is not placed properly. So what I have to do is I will just place it as try planner over here. And with the help of tribe planner, you can see it is start predicting it from all the sides. So what we, what I want is I just want to rotate it. So I will just go and rotate it because we're just placing it for now at the left side and left and right sides. So I can just make this angle rotation as 90 degree, offer 90 degrees. It is placed as perfectly as I wanted and I can even increase and decrease the size as I want. So what I'm going to do is I'm just going to select the CEO. 0.80, hit Enter and now I think it's, it's right. Okay, so what I'm going to do right now is I'm just placing it for the left and right side. Okay. And also, if you're thinking why I'm doing it on the full size, don't worry, I'll just press right-click and go to Add Mask with color correction as we have done earlier, pick color and I can simply pick the red color. And for that you can see it is only working on the other side. So Here, let's look at the iron is working perfectly and here we also have the other sides over here. And if you are having this kind of problems, that's basically because of some, I can see the ID map problem because of some problem in ID maps. So don't worry, we'll also fix it. Just come over here, simply select this tool and I can just select it properly. Now, if you have some errors like this, okay? So the edges are like giving some errors. Simply zoom in a little bit, okay, there is perfect for this side and I can also look over here. It is perfect. Let's comment this side, because right now we are just making left and right side. So I'm just going to fix it using the tool which used to select the polygons. So now it is select perfectly and it is working the way as we wanted. Now the next thing is we're not actually adjusting anything on the metal, the bleed that we have added because right now we are just learning how to make your materials, how to use the smart materials and materials and everything about material. So that's why how we are just going to place it. So that said, now the next thing I just wanted to do, I just wanted to look at is what to do for the top because the top is just a little bit different. So what I'm going to do is I will create, I will just duplicate this one. Okay? Just duplicate this. So to duplicate this press Control D, or just come over here and duplicate the layer. So it is just going to get duplicated. So now what, the next thing that I want is I will just select on the texture and what I will do, I will rotate it the perfect way, in the perfect way as I want. So as you can see, it is the way as I wanted it to be, okay. Or I can just simply 0, okay? And you can see the word is, right. But the problem is that both of these things are basically intersecting. So I don't want them to intersect on each other. You can see it's just making some small squares. So how to fix that? It's simple. I will just simply change the normal map. And instead of making it as an MDT, I will just make it as normal. I will come back to hide. I will also make it as normal. I'll also has come to the roughness which is already normal. So as you can see, now, we are not having that problem again. So what I'm going to do now is I just want it to affect only on this part. Okay, So only on this part. So for that, what I will do, I will just simply clear this black mask. I will add a new black mask, which will be over here. And simply, I will select this much part, which is our here, okay? And I will select the area fear. I just want it to have the influence. So I'm just creating a new Moscow here. And I'm just simply going to select that much part. So if you select it the way I'm selecting right now, it's a little bit simple and always remember if you do it with the help of this selection way, it will also affect the back faces too. So that's why you can displace it like this. So here we have it. I'm just going to select them like this and select them over here, okay? Like this. And okay, we have the proper influence. And you will have some problem if you're making any high poly model and doing this kind of stops with the high poly model. Okay, So then always remember to use multiple ID maps for different colors, like because you should be ready for all the next of that, you're going to do something that I did right now. Okay. If you're worried how you're going to learn them, don't worry, you will get the project file in the downloadable content. So now let's place it perfectly. So what I'm going to do, I will just dated to us right now, or I can just place it like downlink this, okay? Now what I think the trip planner is not perfect for that. I will use the projection. So with the help of projection, I will be able to predict it. But the problem right now over here I can find out is It's just getting from this angle. So this angle. So for that, what I'm going to do is I will just not use the back face culling for now. Okay? I will just simply rotated. Okay. And I will place it this way. Okay? And here you can see it is having some problem because of the rotation is already set to that. So I will just simply hit the rotation as CDO. And now you can see VR having the better look as we wanted. So I'll just drag it a little bit over here. So don't let it be stretched. Okay, and OK. And you can see it's now giving us a nicer look as we wanted of our wooden plank to be added on our stuff. Or you can just rotate it just a little bit over here like this. So if you want to show the front have more planks then backside. Okay. Like this or even you can just stretch it, just unlock it a little bit here. Okay. I'm sorry. Just did a lot. Just always remember not to do it a lot. Zeros, do it, just limit. Okay, so here you can see a little bit over here from this side and I can just show it to anyone. Okay. And I think it's perfect as I wanted. So what I will do, I will just turn on the other sides too. And you can see it's matching the look as we wanted for our wooden crate. So as you can see, the front side is also pleased properly, okay, over here. And the other side is also please, properly over here. And this side is also perfect. So here we can see if you have adjusted the materials that, the material that we have added over here. So let's just look at in the rendering rendering view. So I will just come to the Render View and here, let it be turned on. So this is what it is going to look like in the actual lighting, but still our model is not ready. We have to add a lot of textures and materials on these other part that we will do in the next lecture. So just save it for now. I'm just going to save it. And that is it. 19. Fixing problems: So hello guys, who we are and our lecture, we're just going to getting started with fixing the little, a tiniest problem that we have in this texture. So denote the problem you will just have to adjust. Scroll down over here and here you can find out the actual problems. So here you can see the, the nut is actually kind of just getting stretched. Here. You can see it is the stretches over here. It's like getting stretched like this and this much art is just getting stress. Why? Because of the tribe enter texture prediction. The prediction is just projecting it from the top side. So to fix that, this will be like a simple stone. We will just right-click and duplicate the layer, will make another layer of exact same thing. And that will create ad. Again, a black makes black mask that which will just simply remove that much part. Okay, and I will use the Brush tool to just have, or I can just choose the polygon selected. And I can select the polygons in which I want to effect. So, so if you are not able to see this, just press Alt key and click on that stuff. So you'll easily able to select and see what are the things that you are selecting or not. So here you can see, I've selected this much area where we just have to fix it. Okay. I will double-click on the actual material over here, okay? And after that, you can see it's nothing effecting over here. But what do we have to do right now is we just have to rotate it just a little bit like this. Here you can see now we are getting the problem getting fixed. So why is it happening? Because we have a steep stack of layers. Okay, let me just show you one thing. This layer right now here we have is different. And this layer right now we hear we have is only for that much R. And this layer we have is going to be for them this much harder. And that's why here, this is how I can fix it. So I will just turn on this layer and I can just rotate it until the undelivered. It is looking perfect. And right from my side. So try not to have like exact same looking stuff. Okay. And I can see that it is now looking. I can also just scroll it like this if I just want to. And here you can see now we are not having any kind of like stretched problem over here, like this. Okay? And now, exactly same thing for the backside to why this is happening even if you are a beginner. But this practice will help you a lot understanding how can you fix this kind of problems and make your model look as perfect as you want. Okay, Now let's come for the backside here you can see backside is also getting stretched. So I will do exactly the same thing. I will just get this one. Just press Control D. You will have a duplicate in material, disperse, right-click, and add another black mass. So it will remove and create a new one. Okay, and with the help of polygons selected tool, I will just simply select it that much part over here. And here you can see it is automatically faced at this part. Okay, let's just see how much I have selected. As you can see, the black part is selected and now it is looking right and there's no stretch or here in the backside. So I think right now we just fixed that problem here. And everything is looking right still. If you are not able to solve the problem, just rotate it like this. So you didn't just please the perfect model over here. If it is getting stretched like this, are okay. Directly come back over here, come to trap, enter the rejection. And you can just simply place it on the right position, okay, just exist. You're going to see we're still getting some stretch. So I'm just going to rotate it now just a little bit so I can find out perfect place to place them. So here I have the planner protection. Remember the planner Projection predict with this, you can see the mean division inside this cube. And this is how it basically works. So I'm just going to rotate it in this way. So I can just simply place it perfectly as I want to, okay. And I can also move it if I want to move the position of the pictures. And here you can see it is looking right. So I'm just going to come back to the transformation and I can just increase and decrease the predictions over here and find out which is perfect for this area. So I think this is perfect for the area. Just a little rotation is needed. So oldest dated from the y-axis. Just a little bit like this. Okay. As you can see here, it is getting stretched and I will just place it over here. I think it's perfectly set. You can see even the seamless textures are matching line and everything is still in the loop. Okay, so here you can see everything is pleased. Remember just group all the textures and cream them in a group. So to do that, select all the layers over here, and I will just simply come here and group layers. You can also press Control G. And that's a two here I have one layer for all the textures in the whole model, just like this, you can see over here. Now, the next thing that we have to do is we will add some more textures on other objects which are available over here. So let's get started. 20. Placing materials: So to start adding textures, we will simply come over here in the first place. And the first place I will just come to in actually inside the our shelf. Okay. In this shelf, I can just come here and find out which materials that I would like to add or here. So I can also add a lot of materials which we have the library of a lot of them. Even if you don't have, you can just simply go and download them from textures.com or even substance dot source, which is also one more great, please, you can ask those dots are tense and you can find a lot of free materials and also in materials over there too. So now first of all, is I would like to add like an iron or let's see, go for like steel. So I can just simply come over here and style search for steel, okay, and you can see here I have a lot of deals. Secondary steel, add a steel arrested material over here on the top. And you can see it is looking and meeting the Y. Okay. Well, it's now placing on all sides. So first we'll have the mascot. I'll right-click and add the mask with color selection. For that, I will just simply select the ID map and select the color. As you can see, it is pleased perfectly because of some problem in ID map. It is showing me these problems over here. So if I just look at my ID map, I guess there is some problem, okay, here you can see we have like a little problem because of some quality or file problematic issue. Don't worry, this will not happen in your file. It's like it depends on your ID maps. Id maps a resolution. If your ID, my resolution is add. This kind of stuff can happen with you. Don't worry, we can fix it with the help of the polygon selected tool. We can select where we are having the issues. So I can just reselect some of the polygons and it will be fixed. So as you can see here, I'm just fix them there quickly. Okay? And after doing this here you can see everything is just getting fixed. So you will also get a better idea how to face if you have these kind of problems, something like this, okay? I can even select all the polygons from inside, just like this. Okay, I can select them like this. Or here, the inside, outside all this part. And here I can see it is now looking much better and much proper. So that's it. Now the next thing I will have to add, or here is some grunge and some kind of like deceleration. So it will look like an actual metal, not just like the newest measure which is just came out right now from the factory. So to do that, I will just try to play with some of the material colors. So I think this much material color is lighter. Modelica material color will match the actual Y. Here you can see that it is matching. Our Back leads to, let's try switching some of the light here you can see it is also matching our wives or here. So that is also great. And now the next thing we want to add is go for the dark contrast. I can also increase the contrast. Here you can see it is adding some dirt contrast on the top of it. If you're not able to find it out, just come over here and the roughness and now you'll be easily able to see them. You're going to see with the help of the roughness map. You can see how much roughness it is adding and how much roughness is actually added on the whole model until now. Okay? And here is also some problem with the, because of some ID maps, but don't worry, we'll fix it. Now, the next thing is we have to add all the roughness and everything that does scale. You can also modify the dirge skills. We just like this, okay? You can see the scratches are adding or here. So these are the material parameters. You can find them in the properties front side. So I will increase the rest in density because we want it to be looking like a little bit more arrested. So now I think this much is okay, let's come back to the materials. Here. You can see it is looking much more rested and has a lot of details on it. And I think this much is enough. So let's move on and start adding some extra materials on the other remaining models. So for that, I'll simply go to smart materials and insight smart materials, you will find a lot of models over here. So I will come over here. And now here you can find out there's a lot of punch of materials here. You can even add dust and all the stem. We will do the advanced so dirt and some external adding layers leader in this video, okay. So first of all, let's add some materials for this one and then we'll start doing the N1 stuff. So first of all, I think the rusted steel is also looking great. I will select it and put it on my model. Okay. I know it's loading a lot a lot higher because I think my pieces as taking a lot of time for that. So to fix that, what I will do, and right now I'll just come to this texture such settings, and I'll change it instead of four K to do gay. And that will simply loaded once and after that, all the problems will get solved. Now the next thing is here you can see the lock is just looking too much detail here. So to fix that, do much bigger. So if you only look at the knock, I think it's perfect. The texture is looking great. So the first thing I want to do is to make the lock a little bit smaller. To make it a little bit smaller, I will just decrease the scale. And even I will go to the sharpen. I will also try to decrease the scale of the actual texture. So I'll just go down this column over here. So here I can see there is no, basically any parameters for the scale. It's just like a solid brush type of stuff. I can just simply come to the parameter and I can just increase and decrease the sharpened items and in density from this place over here. So what I'm going to do right now is I will just simply come down and find out all the other stuff which are added over here. So you can see there's a lot of stuff inside this smart material. So this simply come over here and you can just increase and decrease the hardness and all the stuff. You can find out the edge damages and all other stuff if you want to add them. So we can also use this map which is already added on this one. Here you can see the lighting and the sharp stuff and the scratches are over here. So let's do the first thing. And the first thing we'll be adding mask layer. To do that, I will simply do the again on the new stuff and I will select the color is green. So here you can see we only have that on the on our lock and you can see everything is looking good, but the only lock have a lot of damaged and rust on it. So for now, I'm just going to delete a lot of dust on from it. It should look a normal, then we will add some additional dirt and other stuff later on. So let's just remove this some a lot of damages and I would like to make it look as okay for now. Then we will add them externally. So here I can see it is looking good and it's also kind of shiny. Okay? And it's also looking at a lot brighter. So to fix that, I'll just come to the base color and I can simply come over here and two degrees and increase the scale. Or I can simply click on this color, hold it and select any color that you want to add and you can simply add them like this. So I also think there should be a little bit higher. You've got to lock and it should show a little bit of higher stuff or here. So I think it's looking create till now and you can see the damage is also we're here and that's why I think it's looking good. So I can simply come to this these already here, okay? And I think that's okay. So first, let's just start adding some different textures over here. So start adding steel end on. There's also a lot of steel stuff options over here. So I'm just going to add a simple steel on this part over here. As indeed the steel is just like a little crunch steal. Okay, So for that, I will assembly, do again select our ID map which we want to select, and it will automatically mass that amount. And that stuff. I'm just going to zoom in and make sure it's okay. So I think it is looking great. And now I will just simply come to the base color of this stuff. And I'll try to make it a little bit darker. I don't match it with the background color a little bit. Just this much. And I think it's a little bit darker. So to make it like a little bit lighter, and I will just change the color and that's enough and I think it's looking good. Now the time is about the fixed, the next thing and that is basically the other sides of this model. You can see in the, in the layer options, all the settings that I have added is pleased or here. So let's add other materials in this one. 21. Material placements: So here we are, and now let's get started and adding some details and textures on this one. Okay, and now I will, I will try to add some kind of like a copper design or here. So let's search for some copper in New this one, and here I have the copper. So basically copper is nothing new. It's just like something with added a different textures. The first base mesh is just a metal and the next thing is has this surface, okay? You can see the surface. And if I look at it, it only has the high height and roughness. There's no color is affecting because of lat. And the next thing is the dirty metal. D is over here, which just like a filter and it just giving it a kind of a look. So to do tours. So if I look at this and it's looking great. So let's hide the right-click. Go to the color selection and select a pick the blue color. So as you can see, it has added over here. And because of some problem with the ID map, I will have to fix it just a little bit. So I will do one thing. I will simply come over here and select all the please, Which I just wanted to select it. Okay. I will start selecting them just like this. And you can see it is just getting fixed. Okay, I'm sorry. So I will just have to select them like this and this is what I will do. The only thing I'll have to fix. So for now, let it be the same thing. And now let's, let's try doing the next thing and that is adding another texture on the later stuff. And right now, I think the texture that we have added onto this one is perfect. So I'm just going to come to the steel one and I will just duplicate it. Instead of duplicating, I will just come over here. And the same thing that we did, right noise. You can see in the color section menu, I will add one more color and that color is going to be pink. So after selecting the pink color, you can see the same texture is added over here. Basically, this is nothing new. If you will come to the 2D 3D view, you can zoom in and zoom out what is basically, what basically happened. And it's just created a simple mask layer and added another color also on it. Once I just deleted, you can see that most part is going to be removed. Okay, so I will only have to pick a color and I can simply add it. And you can see this is how I can add it because we have selected the same color. You can see the other part is also added in this one and it also have the texture. So now the next thing that we're going to do is start adding some adjustment and start adding some, a lot more variations on this. Some grunge, some deep dirt and this kind of stuff. So let's move to that. 22. Roughness map: So here guys, welcome. And in this one we are going to get started with adding a roughness filter on our steel Lear. Okay, so let me just select a simple stuff now let's take a normal brush. Okay, so here we are, here we have this whole place which you can see, which is steel. And we just want to add some kind of roughness map on this. So in this lecture we will learn how you can add roughness map on top of it and how you can add it and adjusted. And the next we will learn how you can create your own smart material. That's what we just used later on, okay? Now, what you're going to do first thing is I will just simply create a non-affiliated Africa adding a normal failure. You can find out there's like a lot of stuff here. As he also done previously, I can simply go to normal and instead of making it like a normal combine option, I can just simply change it as normal stuff and also change the height to normal so it will not combine with each other and it will not affect it on that way. However, we are not going to use it, but that's just a simple thing that you should remember. Now the next thing that I will do all this, simply, remove all the stuff we don't need. And I will only make sure that is the roughness is active. Until now what we basically used to be just used a simple value which is like increasing, decreasing the roughness, which makes it look like this, kind of like stone to making it like being as a shiny stuff. But right now what we are going to do is we will create it more, go more as like some variations and adding some more adjustment into the roughness part. So for that, what I'm going to use, I'm simply going to click on this one. And now, as you can see here, it is already written the procedural texture. And now with the help of this place, this is like just a simple and small shelf. Okay. You can just find out anything that you want. So I'm just going to search for like grunge. Okay. Let's search for grunge and fuel home or on the top of it, you will start seeing it in the higher definition. So I can just find out this one is just looking code. It's just like a charcoal one. So let's select something which has had a lot less impact because we don't want a lot of roughness on top of our model. So we will just select this one. This is the crunch randomness one. As you can see after adding it, you can see the total please. And you can see the whole model is getting affected because of that, but we don't want it. So there's also one more option for doing the same thing is just simply create a drop and Africa reading of droop, just press right-click and create a selection with the help of ID map. And you can go to pick map and choose the yellow color. After doing that, every single layer that you will put inside that croup, which is that will only work inside that map. So here you understood it. It's also like the same thing in Photoshop. You just create a map and you just add them up to us. Simple group, because this group knows that these have to show only inside this folder and the folder have the map. So this will affect directly the layer which is over here. And here you can find out this is how it is affecting it. Now I think that it's looking not that very great from our perspective, but let's understand what are the options that it provides you, you can see here you will have the balance option. You can add and delete the balance as you can see, it is also making it go to shiny like this. And if you'll just turn it on, you can see this is how it will just make it more rough, okay? So it's like adding in, removing the roughness like that. So right now let's just add it like this and let it be in the center. You can also increase and decrease the contrast. So I'm just going to increase and let's make the contrast just like in the Center for now. So I'm just going to make it inside in the zero-point 50s center, okay. And also the roughness in the balance in the center. Okay? You can, you also have the burden pattern, the brush parent, which also work like a face. So each of the parameters that you will use into a different kind of procedural options. You'll find different type of things that works like theory, like this. It is. So I'm just going to place it as normal in the center as it was already around us like to make it full or list decreases the hallway like this. So it's looking good for my perspective. So I'm just going to change it from UV protection to try planner. So it will have a nice and a better looking stuff, okay, and I'm not going to stretch it. So this is it. You can see how it is affecting the roughness is it's just like adjustment layer on the top of our layer or layer is still over here and it is not affecting the normal in either the color, but it is affecting only the roughness of the material. So there's also one more way for adjusting it. See this much Places getting a lot shinier than what we need. So how to fix that? We have a lot better ways to fix that. Simply this right-click and just go to add levels. You can also do the same thing by this going on this magic wand and just add the AMP levels. After adding levels, just change this one to base color. So it's like adding a new adjustment. Just like in Photoshop, we add a new level. So you know, levels are used to find out how much particular lighting you want to control or you can just where you want to basically target your place, okay? So basically this is how you are going to use the our levels. You can see in the lighting, our ignore we have like everything is just getting too messed up. Okay, to find out, to have a better look, we can simply go to the roughness map and you can see how rough it is. So if you want to understand, they're like a simple formula to understand this whole stuff. The place which is like more darker like black, It's something we just going into to black. It have less roughness, okay. It's more shiny and everything which is going into white, more white has high roughness. Simple. So you can see this part will have a lake makes the stuff and everything which is like total white, something like this area will have a total roughness like that. So we just have to control that simply, I will come to base color and selected the roughness part. And after selecting it, you can see I will get the core over roughness. Now fraught with the help of that, I can simply adjusted the way as I want here. You can see if I just make them too close, it will just totally start in reversing. If I just make it too close, you can see it will make the whole everything gray, which will totally affect it. So if you want to invert it, you can just simply press the inward key and it will invert every single thing. You just want to invert it as you can see or hear, that much part is now adjusted as a rough, Let's see how it is inverted. You can see this much part was shiny previously and now it has more roughness. So this is how you can add just it. Okay, reset it. You can, if you want to reset it and you can also invert it. So right now what we have to do is I just want to adjust it according to, I just want only the roughness only inside this area which is now, right now showing the shyness. I'm just going to invert it for now as you can see, the dark side, the side right now let's come back to the roughness, which will be better understandable for us. So here you can see the black part is over here, but we don't want the black parts. I'm just going to adjust it just a little bit so it will have a like a better smoothness and I can adjust this white part so it will start affecting the whole eat and everything. Okay, just like this. Now, what I want is I just want to remove this black part. So that's why here we have the top options. So I can simply come over here and add it, adjusted like it this way. Okay. And I can also just send your part to make them go into one direction. So I'm just going to decrease it just like this much how I wanted it to be. Okay. And I think this much is going much better. Okay. Let's not go into that much detail. The stock Let's go for like this much. Okay. And I'm just also going to adjust it. The total V, total value. So this is what it is going to add. This much roughness will be added if I will add this much. And however, this black part is also something which I want to remove. So to remove that, I will have to go either make it like go upper side and after making it upside, you can see the more together to make them, the more our contrast, a more sharp it will become. You can see if I just adjusted totally together, this is how sharper it will go. So this is what I think enough for this much now, this much roughness for now, okay? And I'm also going to adjust the perfect roughness, a light one. Okay, So this is looking much better. So I will also have to adjust the upper part. Okay, So there will be a little bit roughness here too. So here you can see we just add, just add that black color. Okay, and I'm just going to make them together like this much endless. Go back to the material. So here we can see we added a simple roughness over here, but it is not affecting that much the actual models, if I just turn it and turn it on, you can see there is the roughness affects over here. If I just turn it on, if I just put my light around it, you can see the roughness is still over here. But if you want to add more, if you want to show it more, you can just increase that a little bit over here, just like this, okay. Here you can see now the roughness is still wizard on the top of it. Okay, This is also 1 May 1 way of basically making it. Now, let's move on and let's create a proper smart material. So let's continue the work. 23. Smart Roughness mask: So hey guys, here we are in the next lecture. And now after learning the actual stuff about the old stuff like how to use the how to use all the smart materials and all stuff. We are going to continue with creating smart material by our self, of which you can basically add in our shelf over here. So if you scroll down, you'll see our own created smart materials because you will add it over here. So why a smart material will help you a lot? It will just help you a lot to just get a lot of things done with the help of that. Because if you have smart material, you can simply drag and drop it over there and it will help you a lot of saving and adding those kind of stuff. Okay, So just so let's get started. So the number one thing that I will do is simply create our croup layer over here. So I'm just going to put it on the top because I want the, I want the effect to be all lower, every single place. Okay, so now first thing I will do, I will simply create our Add Mask because we just want a mask on it that we just want to add it on here. I'll only okay. Because I want this trains to we only added on the yellow color. Okay, so now the first thing that we have to do is add a fill layer inside, okay? So it depends on you what you want to create in your smart material. I'm just creating a smart material which will help me to add arrested drop kind of stuff here, okay. Which will help me a lot with the drop and trip and that kind of roughness maps that we also created in the previous lectures. So let's get started and just not number one thing that I will do is I will just turn off all the things that I basically need. I will just let the roughness be turned on and I can also just turn on the color for now, okay. And I'll just simply select a light red, okay, Because that's it. So it's okay for now. Now the next thing I will do, I'll just simply click, right-click over here. And now this is basically the same thing. You can simply go over here to. And this is like an adjustment clip, okay? You can just take it as an adjustment. Clipping mask in Photoshop basically are in clipping in Illustrator, okay, something like that. So here you have a lot of options. You can see the ad generator is also here that we will also create later. So now we're at for now I'm just going to add the fill, okay. And I will just add a new fill over here if it's so with the help of fill, I'll simply remove all the things because I just need of fill right now for the roughness. Okay. But the thing is, I want it to work as a mosque for that, So for that, so for that particular thing, I will add that adjustment on the mask layer. So I have the mask layer over here, okay, I'll right-click and I'll add the fill layer on the mosque Lear. But you can see over here we are. Okay, so now you can see here we have a different type of options. I'm just going to set it as fraud, like try planner, okay. And then I will just select this one and you can see we have already searched arrested here, so I'm just going to select the current strain heavy. And now you can see it added the, IT already added that grunge strain over here and we just difficult to see. But you know, the best part about smart material is that, that it will be how it will have option. As you can see over here, if I just turn on the roughness, you will start seeing the actual mask offered a furnace. Okay? So you can see now you can see the actual roughness and if you're still not able to see that flew free to go to the roughness mosque and then you will be able to see that. So here you can see, we are now able to identify what is happening with the roughness Moscow or a year, and now it is looking much more better. So that is also one thing which we added on this mask layer. But the thing is, it's only one thing. So let's make it like more at once. That's dry. Adding one more layer over here with the ad fill option. So I will just hit Add Field once again. And after that I will select again another type of material, or Annette Weiner tikal, another type of procedural mask. Okay, so let me just select one which is over here. Okay? So as I can find out, this one is just taking little bit time to load selected. Now I can just see this one as this green screens bought. So let's add this one. As you can see, the spots are added 0s everywhere. So let me just first fix the UV prediction and I'll place it there. Try planner, so it will be easy for me to identify. So I can also rotate it the way I want. So, but here I can see that the spores are like too big. So you can just simply come to the UV transformation and just decrease the size as bigger you want. And I think this much is okay, okay, as you can see, the Sports is this much bigger? And I can also just decrease the size just a little bit over here. You can also rotate is as you want, you can literally modified into any way you want because we're using five manner and it has a lot of options. Now the best part about it, as you can see, we're not only able to see one layer at one time. Now what I will do, I will just simply you can see as each layer have all the opacity and all stuff, this also have the opacity stuff here. So for that, well, I will do, I will just change this one to subtract. So it will start subtracting that much part from our mask, which is added in the downside is you can see in the bottom part over here, okay. So that is it. I think it's okay. You can also just modify the amount of effect that you want with the help of prosody and with the help of these layers, I can also adjust the opacity over here. And I will just let it be a 100 percent for now because we also have our master control, which is over here. So I think this strange is okay, and let's see the actual effect on the material here. You can see we are also able to see the spots over here which is just added like small spots or here you can just add just the lighting to see the details. Okay, as you can see, it is working perfectly. So if I just turn off the color for now, you'll still be able to see the actual forgiveness. Okay? And that's what we basically wanted to. I will just turn the roughness a little bit more, okay, like this, I cannot do that. And here we are. As you can see, the roughness is added, some kind of strains is here, like roughness strain, whatever you can say. So that's it we added. Now the thing is how you are going to create a smart material of this stuff. So always remember, you can create material of one layer and if it is like a folder with a lot of stuff, it will be considered as a smart material. So to do that, you can just simply choose the folder and hit right-click. And in the downside you will find out this create smart mosque. So I'm just going to first name it, okay, I will just name it as the hub of DoubleClick. I will just name it as My smart material. So for the material I'll just press M and hit. Okay, now I'll just simply go to the create smart material and offer that. As you can see, my smart material is added over here. As you can see it, it will work as the way we have already created it. So for that, well, this just test how does, how does smartboard it is graded, I'll just simply place it in the top of it. Okay. And here you can see it is working fine. It's okay. Now, I know it's difficult to see, so let's delete the previous one and you can see it is working exactly the way we created it to me. But right now the thing is, the smart Mars Direct created already have a particular mask that is added because of the color selection. Okay, So, but don't worry, it is like them, like actual smart mosque, smart material. You can say smart material as you created it to be. Okay, so let us go to roughness and you can see the mosque, the material. It's also work like that so you can just simply delete it. Okay, Let's say you have another model that you also want to have that same particular effect. You can just simply place it. You can come to the mosque and you can just, you can just come to this color selection and you can see Let's any, select any other color, let's say, let's say the red color, okay, and I'll just delete it for the yellow. So now you can see it will start affecting the the wood also over here and that's how it is working. So that is it for this lecture. Now we'll move on. Move on in creating our like, wait a minute, let me just place it back to yellow one. And I'll delete for the radius. So it will start affecting this particular place here. Okay, Now, the next thing is, we'll start moving to the next thing. So let's move on to the next thing. 24. Creating Rust: So right now we have already attested this whole stuff. The next thing that I want to have is the rest particles. So the rest should be all over in this whole model. So to do that, what I will do, I will just simply go to the smart mask which have all the stuff. I just want the dirt stuff to be all over on the market, all over on the model. So here's the dirt, dusky. To use that, I will just have to simply create our normal like a normal fill layer over here. And after adding that, I will first of all, remove all the lead option. I'll make sure it's like a normal one. Okay. I think there should be only metallic. Okay. I'm sorry. The normal should be adjusted to normal. And also, so here we are. And now I just want the rows to be looking like like kind of I can say like a reddish, okay. Or I can say like light red. Like this. Okay. And I will simply put the dry one on the top of it so it will automatically create the rest on top of it. Here you can see it created the rust. So let me just remove the height map and also the normal map from it so it won't affect it on that way. Here you can see it has added all the stuff that I wanted to add. Well, the only problem here is there should be dust, should be much more proper. So here you can see it has nice work already here. And I can also adjust the roughness just by doing this. Okay, So this is how you can add or I can just simply go to this part over here and I can just increase and decrease the size of this layer. Just go to the mosque editor, okay, in the mosque editor, you will find out the blur and all the options to quantify this place. So I can just go to texture and I can just modify it as hardest you, I want to make it, or I can just simply add just the ambient occlusion to the Texture tool. So he's over here. It is, it is, this much, is looking much way better. Okay, so let's do one thing, let us invert it. So I'm just going to global inward and you can see now it is also added some more arrest particles on the model here. Okay, But now this much is just like a soft brush. Let's add more rust particles. So now however, after creating this whole stuff, it is looking nice. Let's try adding some more manual dirt over here. So however, for the whole time you were adding some dirt with the help of some procedural and all stuff, how to add manually. Let's learn. The first thing is always to create the failure over here, okay, And after adding the failure, first of all, I will just remove all the stuff which are just making this whole look not the not so good and find out the perfect dirt color, which I think is light, dark, like this much kind of darker. Okay. Or I can just directly go for lengthy are reddish one. Okay. Like this or I can just go to hue saturation like Greece. It depends on you how you want to create it. Okay? So I'm just choosing this color for now, okay? And it also has a nice look on it. So what we are going to do is I will just simply add a black Moscow or hear offer adding a black mask only the thing is, I will have to add a simple brush. Just have to select simple brush. So for that I'm just choosing some kind of like better progress that can help me in making the dirt. So here I have the dirt splash brush. So the only thing over here, and I will start painting in the Substance Painter. So here you can see this is how I can start adding the Press setting. So with the help of that, I can start creating my own. I can say like my own dirt where I want them to have to be like this. Okay. So I know like it's not looking that kind of dirty. Solidus. Try making it be like Total her off, okay, and start adding some color systems over here. So let's go for this one, okay, like the yellowish one on over here. Okay, Now the next thing that I want to do is start completing the textures that VR adding. Or here you can see this is how we can add. So you can see this is how the dirt is added. Now let's learn about the brush and paint properties. So these are the properties that you will find out how to make your brush go jitter. You can see this brush is getting jitters is automatically making it look like more realistic kind of stuff you want. If I want to decrease it, I can just decrease the size jitter like this, so it won't jitter a little bit. You can see the size is now being more normal kind of stuff, okay? And also you can just increase and decrease the flow Jitter. The flow digital is just for opacity and the Angle Jitter is for the angle if we'll just rotate your whole And brush over here, the position digital is just going to make it like go more like this. You can see it's just getting more like this one. Okay, So this is how it works. So I'm not going to use a lot of position jitter. And the other stuff is the tangle and the planner, how you want to use it. And the back face culling is also over here. We will learn that and learn about that liter. And the back face culling is basically just this stuff. If you will, turn on the backspace calling, you can see this is how it is going to start working in your way. Okay. Let me just show you, okay, we'll also learn about that later. So just let us skip it for now. That will be like a little bit more for that. Okay, So let's start painting. Now. Let's just scroll down. You'll find more details over here, the flow, the size and all stuff. So I'm just going to, you can also just add, does this rise with the help of the curly bracket off your brush? Okay, you can just simply do this for now. Okay? So let's select the dirt splash like this, where you want to add two vectors. You can use the multiple brush and your own 151. Your mask. Mask is just like the simple stuff. It's simple place where all of your mosque detailed is stored. If you're having difficulty doing it in the material view, you can just simply press the Alt key, hold the Alt key and Sibley left-click on your mosque way that you will start looking, seeing where you have placed your mask just like this. So if you just wanted to come out from that, simply click, double-click on the actual model thumbnail, which is like the simple scratch over here. Now if you want to add additional stuff over here, Let's first choose a better dirt optional here if we look much per better. So let's go for a little bit. Brownish. So this is looking a little bit better. Okay, so this is it, this is looking great. And the next thing is that you should know it if you'll press X and we'll start working in a positive way, it will start for removing that mask. Okay, So if you don't know how it works, basically it's the mosque way. If you press the X key, you can just go to the far right. You can just make it on the far right. If you press the X key once again, you can just put it on the far left. So left and right is the basically the two place where all of your stuff is stored and a fall just give you a simple example. The more wider you go, the more ADH at each node will be, it will start adding it. The black side is like subtraction, so you can just switch between that, basically do. So, let's just start adding some simple roughness over here. You can also increase and decrease the size of it. Okay, so I will just start adding some details in the bottom. Not fool have. Okay. So I'm just adding some simple dirt in the downside over here. You can also switch some brushes if you want to. It's totally your choice how you want it to be. Add it like this. So this is it. Always have already friends or all the stuff. And you can also modify your lighting as you want to all the time. Okay. So I can just simply add keep adding all the stuff and the bottom for now I'm just doing it just for the demo purpose. So we'll have a better idea how you can add it all stuff. So here you can see we added it where we just wanted. What if you don't want to use the procedural and if you have the time to have your own way as you want it to be. Okay. And I can go for length of dots. Dots is also over here. And I would like to go for the, for the brush like this over here. And I can just simply start adding it over here. Okay? Like this, where you want to do and you can also decrease the flow if you want to decrease the opacity like this, there's also options for making is the and less opacity one. Okay. You can just the, the forced dirt when also ended or one is also already here. Which will make it more like a sharper dirt. Like more like a dense one. I can also remove so dirt or more additional. Okay. So that is it. We are added some manual dirt from our side on our Create. And now the next thing is we're just going to continue now. A is going to be the painting and making some additional stuff in this whole model. So let's move on. Let's do that. 25. Adjustment and tools: So hey guys, who we are and, uh, now in this lecture, you will start using all the options which are additional stuff inside our shelf here. Okay, so now let's continue and adding some more effects and adjustment. And also the particles, like the particles are over here, the brushes, okay, you know about the brushes and there's also something called tools. So it is going to be great. So let's try using all the tools. Okay, so I'm just going to create a new fill layer over here and the top, okay, I will remove every single thing, okay? Because we don't have to affect anything like that. And this will be like an adjustment layer on the top of every single thing. So now the first thing I will do, I will simply add up paint layer. So you know, what is paint layer? Paint layer is just for adding some brush or adding anything with any materials. Basically, let's say if you want to add a paint layer of the, Let's go for like golden color. You can add a paint layer of colon colors so you can see it that much area is painted by the golden. Let's go for like copper, you can even use the human skin is already here that most, mostly people use for texturing their character. So this is how they are used. You can even just go for any kind of stuff and you can even use some smart materials over here. You can see the red Cooper's option is over here. Okay? But the problem with the smart material is they also have, they already have a lot of stuff. That's why you will have to drag it over there so you can't use them as a paint one. But if you want to use the smart material as brushes, you can just simply add it over here just like this. And then just add, add a black mask over here and then use the white color to paint over there. So you will be able to use the brush, as I can say, like the painted layer or here. So you can see this is how it is working and the thing is over here. So as you can see, this effect of this thing is less than that part. Why? Because there's already a normal map added on this whole stuff. Okay. And that's why the effect is just a little bit different. So you don't have to worry about that. There's like different conditions and substance painter that you will remember if you will use it. Our tour three times. Okay, so now let's move to the next thing and that is going to read the tools. So in the dual see we have a lot of options already here. Okay, We will talk about like the mean stuff and some of the stuffs which are like, great to use enemy, just fun to do. So first let's look at this blur effect. Okay? You're gonna simply double-click on it to select the paint layer, okay? And you can just simply never lake and you will have the blur tool over here. You can also add just it as the brush was. And you can just simply go over here and you can see now, now you'll be able to start doing learning actually, that police, as you can see, it is just getting blurred. So I know it's not not that fun to use. Okay. Let's go for leg to pull it or impact bullet Impact is like the everything filled with all the details. If I just place this over here, you can see a normal map is added, a height map is added, a material is added, and everything is over here. Okay. So you can see we got a bullet hole on the top of our metal. You can also just do the same thing into annual, please. Let's go on. And you can see over here that the effect is just getting a little bit changed the order here. And this is how it is looking. So you can also add just the seed, as you can see in the right ball over here, you'll be able to see the seed like this, okay? You can also just increase and decrease the size of it. Or if you just want to have the normal D, the height map, not the actual color and not even the metal. You can just use it like that. So you can see now that this is just giving us the actual look of getting shot on the void. So you can see this much is not that realistic for a wood, but this place is realistic. So this is how you can use it as you want it to be like this, okay? And you can also just go for the RAF MAP. Okay, let's go for like channel mapping, go for roughness. You can also just change everything as you want it to. And you can just change the roughness of this one. And I can just do a listing like that. Okay. So basically this is getting added on top of it and it's like the Lear over here. So let's try not to do that. Okay. Let's start. Let's try using it as it was, okay, and in the RGB code or over here, you already know what is over here, okay? And the roughness. Okay, I'm sorry, you can add just the main roughness off bullet from here. And this will be called as the main roughness for the whole layer. So I'm not adding anything over here in the paint one, you can come to come down over here and you can just decrease the roughness. And Ben, if you will do that, you can see this places more rough. Okay, I guess you can just decrease the more roughness and you can see the cis more like, I'm sorry, the smooth, the more you will put it in the white, the more of a double B. As you can see over here, that roughness is an axis. So this is like a bullet hole stuff you can select as you want, like a small stain over here. You can choose anywhere to go. Like anywhere. I'm not a bullet holes as you want. So this is how you can do that. So let me just delete that and add a fill layer again because I'm not going to do erasing all stuff. So let's go for the cracks of tracks are just exactly the same as a bullet holes. It will just print a normal and a height map, a high demand or here, and that will just add like this. Okay, so you can, if you want to see how the height mark beside it, you can just simply go to hide and you will be able to see the height map, how it is working. Okay, instead of height map, totally, you can just go to normal height map and mesh. So it will show you the actual normal map or here with the height, you can see this is how it is working and you can also see the actual height maps off the whole model. How did we textured? So is it, Let's go back to the material. As you can see, we can add cracks on this top of it. Let's start using the footprint over here. So footprint work a little bit different way. You can just click it like this. You can just simply drag it like this and it will start creating the footprint. You can also turn on and turn off the normal, the more effect you want or not. Okay, so you can see it's literally like a tiny man walked over here, something like that. So this is how it works. So let's press Control Z. Let's go for the frost and you know what, what actually Frost is. Frost means that you're just frozen that much area, adding some kind of like snow snow with all the roughness, metallic and even the diffuse color, okay, like this. And with the help of these, all the systems or here you can add some spacing and add float shader over here, you can add the position jitter and even the Angle Jitter is already added. So only thing I also wanted to add more here, I will just increase the size jitter. So it will give me like a realistic snow effect. You can see the size is also generating. Okay, so let's just remove it and let's go for the next thing. And that is four. So far is like a total different thing as you can see, it start adding like a little furrow are here. You're gonna see like little for us getting added, like hears or stuff or here. So it takes a lot of time to do this kind of, mostly people use smart materials for adding four. And there's also, I don't know what it's called. It's called as like a like the dense, dense like include leg. It's like a catch-up kind of stuff. As you can see over here, we are able to add. And if you scroll down, you will find all the technical parameters, the height range. If you want to adjust them, you can see that this much part is more dense like this. You can even just make it lower so it will start working like this without, with less light, okay? And this is how it works. So I'm just going to do that. Let's go. There is also another one which works like this and I know these are kinda boring stuff. So let's come to the main and also nice stuff or here, and that is NIO. So now we are going to do is start adding some Niels. I will just increase the size of this brush that we have right now. And I will start adding Neil over here. So you can see just with one click it just give me this high-definition Neil looking stuff and that's the power of Substance Painter. So I can just do it like this, okay? And not only this much, I can also adjust the material preset. I can just change it to bet platinum, nickel or any kind of, let's say gold. So I can just add a gold star for it here you can see this is how it is affecting it. And not only this much, Let's go for the iron back again and you can add more rushed on it. So I can just, you can see now the risky part is also added over here, which we need. So I'll just decrease the risk for now, and I will just increase the slope, okay, and the surface density, but also just increase the president. Now you can see the surfaces now looking more dainty Stanford here. Okay, so I will just simply do Control C for the all stuff and let's start adding it for the perfect settings. I'll increase their rest for a little bit more and I will just made sure the surface dented everything is a little bit lesser. And now if I start adding it, now there is also one more thing that you should know what using the brush, okay? If you want to do the whole line, you can just simply come over here and the top, okay? And in the spacing option, you can just increase and decrease the spacing as you want. Let's decrease the spacing as more. And if I just do this like this, you can see I'm adding a lot of spaces over here. Okay, So this is how, this is also the one way of doing the exact same thing. Now let's move to the next thing and that is going to be actually link using it. Perfect way. Okay, so let's say you just wanted to create a line of let's go for I can see like a line of nails. Okay. Like having proper line. If I'm doing like this, it will be not a proper line. Or even if I just do in this way, that is quite not going to be look like perfect. Okay, So for that, what, what they did is they just created, let me just increase the spacing a little bit more. Again, they did. Is this pressed over here? Hold it shift. And you can just see if you hold the Shift, it will just show you this line or here on your stuff and you can just simply click anywhere and it will create a line over here. So because we have the spacing a lot, let me just decrease the spacing. Now I can just click over here and I will just simply click over here and it will create a line. And a one alignment I can. There's also decrease the spacing more. Head over here and simply click like this. You can see that it is just adding it in that line and just increase the space more. And you can see the alignment is adding, it is added in line. So I can just do this like this. And I can see the nails are added in a proper way, but even the spacing is just a lot and we don't want it like this. So now this is also one more thing to add. The Neil's both part. Let's go. I just also want the seam line over here, and also for the same line over here. So for that, I will use symmetry force for the symmetry here you can see this triangular with one angle option. If you just click it, you will start seeing red line. If you're not able to see that red line, just look anywhere in you will see the red line is over here. So you can just adjust the red line over here. The red line indicates you can see anywhere I place the cursor, it will show me the actual red dot. So to remember that, what I will do, I will just come over here and I'll change it to z-axis, and I'll just change the offset a little bit and added in the actual center. So you can see it is added in the center here. And I'm just going to do it as you can see. I'm also able to see the red dot over there. And I'll just add one nail here. One nail over here. Okay, just come back over here and I'm just add a little bit more on top of which I will just add a little bit more Rest. Okay? And here you can see how much arrested is adding. Okay, It's looking great. So you can see even the radiation is all here. They are not exactly the same. They have variations because it is like a total variation stuff, okay? Because the radiation and the dynamics are turned on here. Okay, Let's start adding it properly. I'm just going to do them in one line. Okay, let's start adding them or here. One here, one here. Okay, now for this part I will just simply click this place over here, hold the Shift key, and click one over here, so it will automatically add a lot of them. But the thing is I don't want that much, so I'll just increase the spacing a little bit more. And then I'll just shift. I will just click here once. Okay. Don't do it again to Control Z. Click over here and do this. So you can see that it will, it will be done in alignment. Or I can just also go with adding three or here like this. So that is also one way of doing it. Now, I also want to have the same thing in the front. So let's do that. Let's add a line over here. You can see the line is added here. So I just want to how one over here, it's because of spacing. Basically, there's nothing in there, there's no problems substance. Now here you can see we added our nails on our crate. And the next thing is adding some small near Seoul here. So I'll just simply decrease the size over here a little bit and I will start adding some nails. So you're like this part. So this part over here in the center, you can see we added like three nail, so we're here at one time. And I can add one more over here, like this. So just a little bit over here. Okay, You can see, so it's looking create or hear some Nielsen, little bit misplaced, maybe because of some offset, but don't worry, it's looking good. So that is it. The variation is also over here and we also learned the tools. Okay, so now we'll learn about the, all the remaining stuff or here in the next lecture. So let's move on to the next lecture. 26. advance tools: So now let's move to the next thing and that is the oil leak. So basically, oil leak is adding the actual procedural I leak when it anywhere you will place it like this and you can just add an actual islets. I will just turn off their stuff like that. Okay. Let's say you just wanted to have a trapdoor here and all illegal actually work a real liquor, real life simulation. It will actually simulate the oil for you. Okay, so you can just go down here and you can also adjust the roughness if you want to make the acrylic to rough. Okay, let's go collect as much. And I can just place it like here. You can see the Euler's rough. Let me just place a lot illiterate oil or here, as you can see, it has a slope. Some of the earliest going here, some of the orders going over there, and I can just place it anywhere as wine. And you and I can just add just a metallic. Okay, let's make the sore. That's McDonald total metallic. As you can see, the lighting is affecting it in the same way. So this is how you can use the oil. So let me just go back Control C. And now I'm just going to add another, another paint layer because I just want to have differently or for the different settings. As you can see, I can control it like this. You and I can just change the stuff like disabled. So you can see this is how we did. If, if it said it's differentiable, you can see the screen will give you this does look and some soft light and this kind of social lead, let it be normal. And even I can change the opacity. You can see the opacity is also getting adjusted like this. So NY it is actually working with only one base color because we are set to base color. Let's see you want to change the normal. So I can just come over here and increase and decrease the opacity of the norm that it, it's not affecting that way. Let's go from normal. And now our founders to increase in degrees it, because you can see that the normal is not actually said. So let's come to height. Let's play with height. As you can see, we're just able to use the height like this. Okay? You can just modify the hide just by coming to the height layer. So let me just make the normal 100 again, and I can just come to back to the base color for now. So this is Ed, it's looking create. Let's go for the next thing and that is Pebbles. So voltage is like just something like adding some stone kind of stuff. You can see that we have on the ground and all staff and the next thing is crashes. So yup, scratches also good, good things. I would like to add it on top of like the whole stuff. So I will just adding, start adding scratches or here. And you can see it's actually adding scratches. Nothing. It's just like the roughness and a little bit of off-color stuff. You can see the scratches adding over here, small scratches like that. Or let's, let's, let's go do this for this part because this part is like looking a little bit new and newer one. So I can just add some scratches over here. And I can just play with the flow a little bit. So flow is already turned on. Let's just not have an R spacing. Let's doing it as you can see, describes as adding it like this. Some scratches. There is increase in deliberate. Let's make some spacing. Let's add some scratches in the back part like this. Also in this way. You can see the lines are having their own way. It's totally random and it goes even, it is just giving an overlap to that, that marred and the best that recreated. So I can just add them like this and this is how they are basically affecting. So let's do it also for the other side. Let's add some more here to summary here. So I'm on the top right. On the back also saw the rushed over here. And you can just look and if I'm just doing it over here, it will also affect the nail are here. And if I just put it on the below the Neil, you can see now it is not affecting the neo cell, just like to put it on the top of the needle. So I will have the scratches on the Neil also. So let's do it like randomly are rare and rare. There will be like more scratches on top like here or here. Okay. So that is it. I think, you know, scratches and then you can just take a look at all the different settings. I will just add another paint layer. And you can see with the help of this, we can add our screw here. And you can see the screw is added over here. And you can just basically have any kind of material for your screw. Okay? So the screw already have this material and which I can also just adjusted to it to that you can see it's set as a black color for now. Okay. And the next thing is the spray color. You can also make a spraying stuff or here, okay. If you want to have two different colors, you can also adjust them. And if you want like one, It's like a scraping stuff. So let's just decrease the scale of it. And you can see this is how it is working. And the next thing is a sprays. And it will work like this for the skins prey and doing some sprinkled kind of slow staff. And the next thing is also greed. So we can just use it to add some more detailing. Let's say I just want to give this place as a welding welding stuff. So I can just do that with the help of thought. So you can see over here it is adding a normal map, which is this giving me like building stuff or here a second atom. So you can see we have like a welding area. Okay. You can see I can also adjust the height. Not that much, I think. Okay. I was just decrease. It will be this much is okay. So I'll just press Control Z. And now I will do so you can see we have a welding area, the place Have a great building stuff or here, building stuff like this. You can just simply use eraser if you want to erase something because it's like a paint layer and you can just erase it. Don't worry about that. Now. That is it. We just have all the look at the tools. The last tool over here is the Purdue OWL. And even if you want to add more tools here, you can just simply go and download the zipper dual is just simply to create a zipper, you can just simply like do this. And here you can see the slip is here and we don't want any this is a 0 trailer chest and it's looking great over here. So let's move to the next stuff, and that is going to be particle. So let's move to particle. 27. Particles effects: So hey guys, here we are in the amount of the lecture and in this lecture we're just going to play with some of the particles, okay, So for that I will just simply create a failure. And if you don't want to use it in the familiar way, you can also go with the paint layer. You can just add a paint layer over here and then you can just play with this one also. But I like to usually put it inside of failures. I can have a better control on that. Okay, it's totally your choice. So let's get started. I will simply add up at a paint layer on the inside that, okay, and then I will just start doing that, the whole work with that. So the first thing is over here, I would like to choose a perfect material for that, which I think it will, it should have, okay, or I can just simply create a material. So let's just come over here. I'll just like to have a concrete one, okay. Or I can just choose the artificial lens, okay, whatever it was. So you can see, once you do that, it will start working like that. So you will have your material in the right side and you will have your brush in the left side. So I can just come over here and select the brush which I want. Okay? So I will just have like to have a normal brush for now. And particle is nothing, just the basic brush effect. Okay, Like the simulation stuff. Let's start with the broken glass of broken glass is nothing just a simulation for starch simulating it. If you want to play with the settings, you can just scroll along the top. You will have brush and then you will have the physics of it. So you can increase the fracture side the size of the how much you want to. Then to fracture, you can also increase the particle life. If I increase the particle life and logic of c, This will have like a long, long stuff. It will have a leg long crack or here. Okay. So you can also increase the speed of particles. So it will have an exist. You can see. So that is like simple. You will have to play with it a lot. And then it will just give you the actual output that you want. So you will have to play with this settings. Let's go for the burn, less burned, some wood over here. So I will just simply just use my stuff that I've selected. And you can see this is how I can just add some burn effect. And that much area is going to look like it was burned. Okay. But I know it's not looking because of the petiole and you can just play with all the stuff if you want to just go here and you can just play with your material disco, let's say I just want the color from the material so I can have that here too. So even just add the color only on the material. Okay, let's add the height also over here. Okay? And also the rough and is come over here. Let's try this one. So this is how the burn works. Simple. Ok, now let's go for the electric line. Electric line is just like this. It will start adding some kind of sci-fi effect. But we're Creed doesn't need any kind of like sci-fi effect, so we'll just leave it for now. Is also fracture. If you want to just add kinda of like a shattering effect, you can see how scary it is looking like. So it's like total fracture effect. Will this fracture the whole create, but we don't want it, so I'll just press Control Z. So you can also just adjusted just by coming to this kinda like a dotted circle over here. And you can just control them. I decrease the particle life and then I'll just try it once on the, on our object. And this is what is going to just cue us. So the life is just decreased. So it only have this material. So that's it. Let's go for the leaser impacts leader impacts is basically adding an actual laser Bernie who worry here. So you can see this is how it burns. And let's go for the next thing and that is leeks two leaks are basically most important. It's like a tiny detail that you want to add. You can add with the help of that. Likes this, like this. Okay? So however, right now it's looking like it's going a little bit of side because of the height map. So I'll just do it now. You can see the leak is over here and the roughness is also according to that. If you want to leak. So you can also play with all the settings and that is it. And the last thing and the most important I think, is the width. So if you are creating some kind of like character, you can make the Wien's of that, the help of this tool lets go for lake of this and it will just start adding it. I know, right probably right now it's adding too much. It's scary. So I will just decrease the speed a little bit, and I will just decrease the life of the particle. So I will, when I will do that, you can see it will just start adding some realistic kind of stuff. So like now I would like having realistic one like this. So every single time I won't do because it's like a simulation, it will have a different impact. Okay, and that is it. You can also even do the rain. So let's, let's wash our Create. Let's wash over chest. So here you can see if you just start doing that, an actual marine will literally fall on that. And you can even see the rain particles going down like this and every single place will fall, it will start adding this much type of stuff. You can see the hearing lines are already here. And I can also just increase the circular, like the spawns P over here too. And I can go for the velocity and let's try increasing the brush size. With the help of that, I will have the bigger brush drop, picker raindrops. And because of that, it will have totally different effect as you can see here we have it. Okay? So you're going to do that like liquid stream is already here and sandstorm and also here. So let me just first of all and delete the previous ones. Okay, so now let's do the sense strong. Here you can see it has a strange Sean like Lidl with greens are added over here. So this is how it works. So you will like to play with these styles. Let's add, Let's take a cube and then you can just play with this. So this is, this is it for this lecture. Let's continue adding some details on our stuff and let's continue with different tools inside it. 28. Stencils: So hey guys, here we are. And in this lecture we're just going to learn distance to use a stencil. It's fairly simple to use and just, it's just a little bit difficult, difficult to understand how to modify them. So let's go ahead. So first thing I will do, I'll simply add paint here. And in the paint layer you can just find out if we have all the options here. Basically the options are available in all the layers basically. But if it is a failure, you wouldn't have that options are okay. But the paint layers of paint layer is like the paint layer as you know, paint here and the failure. How just a little bit different. So in the, let's do the paint here that we added over here. And over here you find out the option that is alpha. So what is alpha? Alpha is like you're going to use in the brush. So let's say users want to use the Alpha in your brush. Okay? So let's say if you want the arrow and you can just literally added over here and say now you have, here is your stuff and you can just click it like this. Basically use it. And you just modified your brush so you can use anything that you want to add over here, that black shoes, the minus the white sheets of glass and you can add your own like that. And now this is how the phone or use. I'm just going to cross it over here. I'll just come over here and choose binomial verse 4. Customizing or here we are going to use is this tensors. So for the stencil, so you can just come down over here, you will find out this tensile option over here. It simply click over here and we'll start showing you the alphas, the exact same thing, okay? Now, what we want is I would just like to have a simple kind of wicked design over here on my treasure chest. So I'm just simply come down in the boring part and out. Okay, This one looks good. So I'll just select it over here and you can see this is on the top of my screen. And if I just do this, you can see it's still over here. So yeah, it's kind of like differently. What is happy? I know what you're thinking is what is happening. So basically what is happening is I can just, I can just do it linker like a dark red color for now. So it's easy for me to understand. So you can see what is basically happening. Every single thing which I pin will be inside this white, please. White color the patterns, white part of the sensor. So this is how it it, it basically looks like I can just colored them up like this from the front view. As you can see, this is how it works. So now how to modify them, to modify them simply this S and S. You can just have all the small options over here, okay? And you will start understanding how to modify them. So you have to hold the ski and answer, just leave the SQL if you went back to the back. So for that prevailed. And with the help of that, okay. If you hold the Esc key, you will have the middle mouse button option. So with the help of folding S key and the middle mouse button, you will be able to adjust to this kind of movement. You can just increase and decrease the size. You can also rotate it like phase with all the stuff. And if you just leave it and do it again, you'll be able to see all the options are here, the band snapper date. And if you want to do the shift as basically the Shift S, k1, this color here, the Shift and left click. Okay? So if you do that, you're able to snap and rotated like this. Okay? So basically it's like the same thing. So we don't have to rotate it so I can distribute it into length. Okay, for now. And let's add a simple design over here, okay, like this place, okay? And I will just choose a white color are atoms is cool for like a black color over here. And this one looks good. So I'm just going to fill it like this here you can see, and I know in the quality is literally so bad here, but we can just fix it. This go to the texture setting and I can just increase the equality and the best part of a substance is it always puts your, well, it Don't rasterize your quality in any kind of stuff. Okay, So as you know, photoshop wants us arise, influential, it rasterize them into pixels. But this one, if you will look at substance, it won't do that. Same thing with all your designs. Seek lungs, you just change the, change your size of your canvas, the quality it will have it in the Daily. Do just see over here. Here we have it in the sharp image. Okay? So I will just like to go back once again to the previous one and you will see the previous design. So this is how it basically looks like, okay? It will just simply baking once and you will be back to your previous one. Okay, so I'll add another stencil and said over here. And I will just fill it like this. And this is it. You can see we just added the designs for here. So you get, you can just do this exact same thing if you want to add it inside your brush over here, and that will be much Single for you too, can also just do it in this way. But what's the advantage of that? Let's see, I want to have the part of this much a little bit. Okay. You can see the part of this only at this much area. So for that, I will just simply carefully that much area on the module like this. Okay, you can see here we added it over here. So I'm just simply going back here. Yep, here you can see the style is added into this way, okay? You can also turn on the symmetry. So whatever you will do will also affect the back and the other side of that too. Okay, so let's do once again, certainly also added on the left side. So depends on your model, what kind of model you are working with. Ok, I can also just go to the eraser if I just wonder you're easy TO simply because I just doing one that I now we'll just go back to the brush and then I will start doing it perfectly, right? Okay. This is it. And you can see in the left side it is it also added. So in the left side is my proper. So let me just fix it. I'll just come over here and okay, so you can see we added our designs. So that is it. I can just simply disclose extensive bar. And you can see here we have our senses that the design step be adding. But tower I just warn them, I just don't want them on mcri from now. So let's remove it. Okay, so the next thing that we're going to do is we'll start adding some actual design. So one over created with the help of stencils and iPhone apps. 29. alpha details: So here we are in the next one. And right now what we're going to do is simply add some small designs over here on our trailer chest. Okay, and that with the help of alpha and all stuff. So what for what I'm going to do? I'm just going to simply create one failure or here and I have the brush over here. Now, what I want is the design's already so I will just come down here, scroll down a little bit and the alphas trying to find out some designs. So here I can see I have some conflict in many type of stuff designs. I will try to find our nice, nicer designs. So let's just scroll along until we find that only some nice all the things, our flower and other stuff. So let's use a simple one. Let's do some kind of like this one. Okay, this one looks good. So once you just click over here, it will automatically added, add dot on your UNFPA. And now the next thing is over here as once you start pressing it, you will be able to lay this down in this way. So remember the same thing that we did, feel a 100 do it in one line. You could just do it like this, and that's it. It will add it in this way. So the important thing is for here is to adjust the spacing. Let's adjust the spacing. Let's increase the spacing a little bit more here. I could mismatch and let's check now. Okay, here you can see we just got our design. So I'm going to do the design on the top part over here. I'll just do it. Just smaller one. Okay. And not too much or not too less. So I'll just do it over here. Okay, And now the next thing as we have to do is we will use the paint alpha way. That trick is like my favorite for adding some more nicer stuff. I'll just turn on the height. And with the help of height, I can basically a modifying the actual range. So if I just do this, you can see also affecting the height of that. And the only problem here is the, right now the height is like too much and that's why the having that problem. So for that, I will just simply click over here and rider select or something simple like this kinda stuff. And if once I do that, you can see behind the manifesto didn't change. So all of this nature crossing and simply choose a normal height option. I'm going to just select this much as you can see, it's just a difference. Not too much, okay. Like this. So I'll increase the size a little bit. Understood. Over here. Here you can see it has a black globe. That's why it's affecting our D8 and white. So you can see here we find out, let me just do one thing and I was trying to adjust the brush. Nine. And that is it over here. Once I do this, I'm going to assert. So we'll just place it over here. This is it. You can see it's like a little bit and rotate it till I would like to have perfect. On the 00 is still dry soil. Okay. Whatever is slipping. Great. Good. So we're either I can just rotate it in different directions. And this is looking better, or let it be 0 times whatever. Okay, here you can see, I will just place it over here once and you can see the design is added with the help of height. It's literally having the hide and it's just giving us like a nicer age fact. So for that, let's continue that. I can just place it into any other SI1 did one is here, one is here. Okay? And there also, there's also one will sing if I want to enlarge it, basically, what I will do is I'll just talk, simply rotated into like this again, you can see and 180 degree I was stressed. And you can see a just to get it. I'll just do this like this and like this. So this is, you can see the great designs that we added over here. And now let's start adding some designs on the left side of the aisle and just add some designs over here. Let's add one here. And let's do the exact same thing and left side, I'm not using symmetry for now. We're just doing it manually. And let's see, you also will have the different and I'm a rooster. Them in one that I'm okay, like face. That is it here we have added or designs here and the designs are like white color is also matching. So I know it's not having the effect. Also the older grunge and all the stuff because the liver is probably on the top. So that is it. This is how you can add some designs like this. Now let's start, let's try adding another designs because we already have set the high door here, okay? And this is how you can control. So let's go, Let's add metallic two and there are also here, I can just remove that and I can have my own metallic which I want. You can see it will have the same kind of effect. So it sounded like this. Or I can just add it on the top of my lock. Okay. It will have this kind of stuff. I can just decrease the size of the bit and just rotate it a little bit more here like this. And I add over here like this. And I will just do the same thing in the different direction like this. And so this is, as you can see, even the lock half a nicer, kind of like our designs. So I'll just please the layer behind all of the Corinthian stuff. So how the realistic look. So you can see now I also have the rest particles and everything. And this is how you can add with the help of alpha. 30. clone tool: So guys, here we are. And now in this lecture, simple thing, we are just going to learn how to use the clone tool. Okay? So the clone tool is not actually a much different kind of like a deal. It's simple to understand the clone tool. So let's move to the clone tool here we are in the Clone tool, so you just have to simply hold the V key. And when, when you hold the wiki, basically like face it, it'll just going to hit like this. It will just simply select that part and once you just click anywhere, okay, It was, it was just clone it over here like this. So now I can just click on over here and I will just like this. Okay. And when do you, when you just start holding it, it will just start moving that again and again like this. So for that, it's just going to be like simple stuff does click over here again. And let's say I want that design over here without even creating the design again and again, I can just simply click over here like this. And it will have the design or here. Hold the V key, select any place, click anywhere. Okay? And then you can also just do it anytime as you want. Okay? Length this will also start cloning if you just drag it down like this, you can see we have a lot of people on that particular place. We are the square. So it's simple to understand and it's easier to learn. Okay, So let's see once again, let's try it once again, doing that, right now, Let's do it with this design. So here we have the design or let's do it with our, our nail. So I'll just simply come to the knee earlier or here. Okay. And I will select that particular place. I want to have another layer over here in the center. So instead of making a nail again and again, I will just simply clone display. So I'll just hold the V key hit already here, and I'll write over here like this, and that's it. You can see we've just blown it that particular nail and you can see the nail is totally cloned into exact manner. Ok. And you can see it is in the paint layer. So that's why here we can also just use the opacity. Don't modify that in. It's like a painting it over here too. Okay, So let's, let's try having a different paint layer here we have a different paint layer. So let's try having this clone of this part over here. And I'm also just do that. It's not going to just copy and paste that part. Why? Because it's in the different layers. So if I just do this, let's do for this part, let's hold the V key and hit like this, okay, and you can see it's not working the way as it should. Why? The reason is because it is in the different layers. It won't, it won't basically work with any different layers. So you just have to go to the paint layer as like Photoshop, you can easily remember that. So that is it about the clone tool. You can just perform a lot of activities with the help of clone tool. You can add just all the H&M thing with the clone tool also, okay? And you can change the properties of it too, and you can start using painting it. And there's a lot of things to do with the clone tool, so that is it. So let's move onto the next thing and start learning and other stuff. 31. advance Details and smart materials: So hey guys, here we are. And now I think the model is finally completed and everything is covered in our staff. So let me just fix the hue saturation for now. Okay, sizing this much is looking much better. So let me just desaturated a little bit. Okay, so that is it. It's not looking too bad. So the only thing missing is the some details on the wood planks that we added over here. Okay, So for that I will just simply come to start adding some dust and dirt layer for that, I will just simply come to the smart material and here we have the dust and a lot of particles. So I'm just going to make them larger so I can just find out which one will be best for the wood part. So I can just hear and you also have the fabric blurb or here that we also add to give that nicer touch. So allow us, Let's come over here and okay, so it doesn't have that much creator. You also have like vote and all stuff here if you want to use that, you can also use that instead of the material that I've provided. But I would like suggest you to use the material that I've provided and you will start, you will learn a little bit advanced stuff on stuff even in the starting. And you will start getting the output that I get. I have here, which is the perfect output that I wanted. Okay, so now let's come to the smart mosque and I would like to have my own stuff on the, on the wood part. So for the wood part, let's add a fill layer over here and I will add it on the top because we just want to add it on the top or only here. And I'll also go back to the Add Mask with color correction. And I'll choose the color of red, which is according to that, or in my ID maps. So after selecting that, I will simply select one stuff and that is going to be, let's go for like the ground dirt. I can also add stuff over here. So if I just do that right now in this way, it will start adding the whole stuff on that. And even I can see that this much is, this is also looking great, but we have already created that way. So to avoid this kind of stuff, what I will do, I'll select a group over here and add this layer inside that group. And on that group, I will select the color which from my demand, like red color from ID map. And then I can just, I can just remove this color for now from this one. And now I will add the round one in this place. So for doing that, as you can see, it is only working on the word. It just like created the mask layer over here. Okay, so now the first thing I will do, I will select the perfect color for my one right now are here, so I'll just choose the darker one. Okay, lets see this kind of stuff. And I don't need any kind of like a roughness or stuff. Okay. Let's choose roughness a little bit over here. And I would like to have its total herself. Okay. And let's choose like, the color, the same color as it was, but with darker sounds like praise the V for a little bit like this. And you can see we got a little bit details here. Let's add list is duplicate it for here now. And now let's add like edge arrest and I'll add the rest smart material on the top of it. And you can see it has like everything, a lot of smart material options over here. Second, play with it. So for now, let's just find out how much it is affecting. So here you can see it is affecting totally in a different way. We are getting different stuff. So instead of that, I would like to have, instead of UV prediction, I will change it to try planner projection and now it will have much better stuff. Or I can also just come over here and commonly top, okay. I will just remove the mask for now. Let's remove the mask and now add the rest. And after that, you have this output here. So still I think this is not looking great, so let's remove it for now. Let's add another risk cracks. Let's see how it looks like. Okay, so even there's cracks and not that great. Let's remove that. So let's go for the cavity risks and I will add cavity risk for now, as you can see, this is what I was looking for and it's like looking great. So instead of white color, I will add the, the colored that we were playing with before. And I can just simply choose a darker color, which we oriented like this. And this is also having to create stuff here. Or I can just make it darker little bit okay, like this, I can just go to this one and I can just play with the parameters once again, if it has any, so he doesn't have any, so that is it. And I think this is also looking great. You can see the dust is like kept on the undersides of it. Okay. And if if I'll just turn off the shelf, it will only affect the base color so I can just come to roughness. Okay. And this, it will start showing me the roughness part. So I will just turn on the roughness a little bit. Okay? And I will just you can also make it shiny if you want to lay this, okay. But it doesn't make sense. So that's why I'm not making it like that. And I can also go with the height. If you want to play with the height, you can see, I like this kind of life. You want to show some kind of like fungus or our stuff. Okay. And this is it. So I will just place it in the center over here and it's looking great for me. Now let's add some more details on it. Like dirt, Okay, as you can see, this much part it's just getting a lot of forbid dismissed part is clean. So for that, I'll just simply come to smart material and I will just simply select like the dirt part and the third part, I will add it over here. In this smart material there is like a good part and that is this dirt over here which has all the gradient and everything added. So I'm just going to place it out of this and I will just simply delete that folder because we don't want to. Okay, now, as you can see, we have the finished greeny, so I'm just going to play with it a little bit. I will just try to change the parameters a little bit so the finished grainy doesn't have any kind of like that kind of parameters over here. I can only just change the grain in density, which is still not easy to see. So let's look how is it affecting from the roughness map, map. And it's okay, let's go for the gradient. Okay, and now I can just come to the actual base color and look how does it is affecting. And I can also change the color. Let's make the discolored lot of darker. And I would like to choose this color as the previous color one, the background colors. So like this, not to have a lot of effect on our avoid. So this is it, There? It is looking. Okay. So I can also use one color if I want to, I can just turn it off and then I can just color. I can just change it as I wanted to and the position. So the contrast dipolar intensity, and some of the stuff like this doesn't work most of the time. Okay? So I'm just going to say, so now here, after adding all this stuff here, now the next thing I want is to have some kind of like more dust on the wood. Okay. Link arrest kind of stuff. Let's look at if you have some kind of bad stuff over here that can give you like a steel renowned is who are here. So I would like to go for something like this, the damaged metal. And obviously we don't have any damaged machinery. You have a nicer kind of here, I can see that does kind of particles. I would like to place it over here and I'm replacing it. You can see it has like total damage, this kind of stuff and it's looking great. So I would like to just to remove the metal base form it. Okay. And I would like to remove the dust also and also let's look how the rest okay. So it is the main sofas rest and the other stuff is dust. I will deselect to remove the dust. And the only thing I need is restful made our steady the folder also. That's it here you can see the rest is added. Now the thing is, if I just come over here, you can see this, it has already the material is added. So if I just want to play with it, so I can just simply remove that material and I can play with this kind of like the stuff I have here. Or I can simply add any kind of material here if I want to. So let's try adding some kind of like let's go for like the wall, this kind of stuff. Okay? Okay, let's go for the material side because we can't add smart materials in the place of only material. So the only thing I need here is going to be, let's choose one. Okay, let's go for the Let's go for like the concrete concrete dusty. I'm just going to place it over here, are replacing it. You can see it has like the Cron, concrete stuff over here. Okay, so let's remove the height for now, okay. And it has the white color, okay. On the top of it, which is I don't think it's looking great. So I'll just remove it for now. And you can play with it if you want to insert in the place of base color, I can add the concrete tile map over here. Okay, if I let us come to the base color, you can see this is how it is affecting the concrete. Now, let's try to play with it a little bit. You can just play with the parameters which are added, the hue saturation and their self. I'm not going to play with this right now. Let's remove the stuff like height and this kinda stuff. So it's looking great as you can see over here, but the white color is like a little bit wider. So let's play with the staff. I would like to have less desaturated a little bit. Okay. And link made their luminosity in the center so it should match the wood. Also, an endless go with the dirt amount I would like to have murdered. And I can also play with the hue. So this is it. We added like enough details on our would do here also. And it's also like having a little bit shine, so roughness, I would like to have more of it and make it more drove like this. And I think this is it, this is looking great. So now this is also one thing that we didn't. It is you can also modify your pressure, your mask with the help of brush. So for that, you just how to press the X key. And with the help of x, you can just simply change it. So what I'm doing, I'm just basically going to do is add a simple fill layer. Okay. I can say like in the paint layer and with the help of paint layer, I can just start modifying the actual stuff. But why? I'm not going to do it right now because I just forgot that it is basically smart mosque. So in the Smart Mark mosque, it is difficult to do this thing which was, I was doing. So I can just simply add the paint over here and I can make it as abstract. And then I can just do an accuracy or I can just say like play with it. And I can always make it like pass-through, okay. Or I can just do it pass through. Okay. Here you can see and now I'm able to do it as I wanted to do. Okay, I'm sorry, I'm using the wrong brush. So there's also okay. So there's also one more thing that you can do if you that we didn't dead and that is a little bit at home wants to, okay, First let me just remove the filter that we added on designs. Let's just remove the bevel and it's looking good now. Okay, So what I want to do is I want to just play with the actual mask which is added over here. So I'll just go choose the brush over here. And you can see now if I'll just do it and is difficult to do that because like, let's go for the normal. And you can see the brush editor is over here. If I like, tried to do that, you can see I can just add anything I want. So to do that, I will just simply add a new new paint layer at a paint layer and then I can just start adding and modifying anything I want. And you know that it's difficult for you to like basically modify the mask editor, which already have the textures and all stuff, all the parameters added over here. So to modify them, what I'll do, Let's say I just wanted to subtract some of the part. This part is less looking too dark. So I would like to have like a better way. So for that, I will just come over here and simply set it as subtract. Now for doing this abstract, as you can see, I'm now able to just remove some of the part as I wanted. So for that, I'll just simply come to breast size and I will just choose the door one. Okay. And now I'm able to just remove anything that I won't. Okay. Like let's try moving this area as a lot of dark police or here. So if you have this kind of problem like right now, I'm not able to do the backside. So you can do this with the help of the 2D maps. Simply come to the, to the map. And after coming to the 2D map, you can just find out the place where you want to do. Let's say this area is over here and you want to remove something from this area, you can just simply do that over here. Just by coming over here, you can see this area is getting a lot of damages. You can see, I can do it with the hub of the 2D view. So in the 2D view you will have everything opened. You can also use it for adding some strains, the flat styles like this if you are having problem in the two 3D view. So that is it. So I would like to just paint a little bit on the left side, okay, here. So let's go for the left side, here, where we are. Okay, so here we are. So let's try to remove some of them like it's too dark going on here. So that is a, so it's done. I will just come to the only the 3D view. So looking at, to look at this, and that is it. Here we added and completed our whole stuff. So that is it. The model is completed. I'm just going to save it now and then we'll learn how to export and do all the other stuff. 32. Colors and filters : So guys, here we are. In this lecture, we're just going to start using the different filtering options. How you can create simple filters on any of the stuff. So you can see over here we have this steel over here, but let's say I just want to add some kind of filters on it. So how can I do that? So for that, I'll simply click, right-click over here. And you can see here I have the option of Add Filter. I'll click on Add Filter and it will show me this layer over here. And I can just start off if I don't want to affect the hydro foreign metal or anything. So let it be for now, let's see what happens. So here you can see if you want to be gliding, you can just choose this one also. If you want to have payroll option, you can just go with this. If you want to have Blur option, you can choose anything like this. You can go with color correction. So let's go with color correction. Offer selecting color collection here I have a lot of options, are all pedometers, so I can just control the contrast here you can see the contrast is now getting control, the help of single stuff. So I can just give different stuff over here. Let's say I just want to have less contrast. I can control the luminosity, so I can just show an increase and decrease it. Let's make it more saturated. So you can see the colors are getting much more saturated. So it is all only working with the color one. So if you want to also do that, you can just turn on the hide and all their style. So it will also start showing you that particular places. So basically it's only for the color, so that's why it is working in that way. Here you can see the midtones are also getting affected, and that is it. This is how you can add more filters. So for now, let's remove this one, add a new filter. So we're just going to add a different kind of filter. So let's see. Let's go with, let's add some kind of like a FBO or I would like to add something like, like a gradient dynamic is also over here. So let's try adding some green indenting, cuz you can see the gradient dynamic gets added over here and you can just unified source how and what kind of dynamic gradient you want to use. And you can also adjust it with the help of this position option. I would like to have it vertical and that's how it is going to work. So here you can also just add any kind of like your own no mosque or here. So let's add something like dirt for an offer that you can see it will start working into perfect way here you can see the, the stuff is working into dynamically in the gradient pause in the, it's just a totally affecting it in a different way. And you can also balance it as you want, okay? And increase the contrast. And you can also just change the noise parameters. And that is it. This is how you can add more dynamic stuff over here. So I'm just going to remove this filter. Now, let's try adding some different filter on some different stuff. Let's come to the designs here we have which we added. I have the design layer ready or here, Let's come to the design layer. Okay, This is it, this year the design is. So I'm just going to name it as designed for norms. I'm just going to save it. Now what I'm going to do is start adding some filters on it. So I'm just going to come here and add filter so you can see the stuff. What is basically happening is it has this nice bevel, so let's try modifying that. So add a filter of pivot lower here, okay? As you can see with the help of pebble, this is how it is going to affect. So you can see it's now inside the whole designs. Bevel is now in the inside part. So let's try adding some. You can see this is how we are adding the purple stuff or hear on it like this. Okay. I'm just going to make it smoother also, okay? And this is it. You can see how much smoother it is looking. It's nothing just a filter. And you can see the designs are like totally looking different here now because we just added another layer over here. So I can just increase and decrease the distance. As you can see. It has a new layer. As you can see, the bumpiness is also around the corners, just like this. And this is how you can add more pedal. So this is it. You can also just also unwrap it or just also turn it around. So in studio for on our list, Let's try doing it as angular. And the Angular is not in that way. Okay. So it's not affecting that muscle. Let it be round. And the smoothness over here, I can just make it as much smoother I want. So now you can see it is this giving us that the little details which just like the other options like this much area is also inside. It's not like added to add it from the top, like this. Okay. This is the only thing that I don't like, the black lines, the black kind of shadow on it. So the fixed data, what I will do, I will simply make the distance just a little bit less so it won't have that much black stuff over here. And I'll select tried to add it this much here. So this is it. We added a designs over here. You can see the, the filter is applied on each and every one and each and everything is basically same. So that's why it has everything working the proper way. So this is how you can add filters on any of your layers. Okay? Let's try adding the filter on something of somewhere like on our rest. Okay, so let's try adding some filter. So we're all just simply go here and add filter. And in the unfilter, our simply come here. Let's try adding some blur so you can see it will start getting blurry. Once we just added. If I just increase the intensity, the layer is just getting blurred. Let's increase it a lot. Okay, it is happening because the layer we added not on the, on this mosque Editor. So let's add it on the mosque editor and Filter over here. Okay, On the top, I will come to the blur once I added. Now you can see it's like totally gone, okay, because the intensities and lot, so let's try decreasing it. Okay. I'm just going to increase it a lot. Not that too much. So you can see the sharpness is getting controlled with the help of our Blur option, which is over here. Okay, let's add it just a little bit more. So like, let's go for like this much, okay? And this is, this is how you can add more filters. Let's try adding some filters on this area over here. And we will come to, Let's add some filters on the actual texture, not on the Moscow. So while the mistakes, the little simple silly mistake that I did right now was I added the filter on here. So if I add a blur filter over here, it will simply blur the base color over here and the roughness and metal. So that's how it works. We are, and now let's try adding something like a little bit different over here in this filter. So let's go over here at filter and let me just check what kind of filter that we should try. And here we also have the SSL, which is the hue saturation and lighting. So I can also change the hue and real time, as you can see, it is getting changed. So I can just simply play with the hue and seed of changing the color again and again. So now I think the hue, this is looking great and I can also desaturated and also saturated. You can see it has the blue color over here. So I can just play with it as I want them or I can also increase the lighting. Okay? And that's it. This is how you can play with the filters. A lot of the times. 33. exporting: So hey guys or model is here and it is complete dead. And I know I'm just also going to add this model for you, so it will be downloadable for you and you can play with it. You can know about the layer structure of it and everything is added over here. I will just do some simple stuff. I will just give you this. So you will have the option to play with it, to know how is it works and all of the stuff. So for that, I'm just going to export it simply. So to export it, what I'm going to do is I will just simply come to the file and there's actually two options. The first one is export the mesh, and the last second option, ASD export textures. So what is going to happen if you just export the mesh, it will just apply the triangulation on it, okay? And without this planes, displacement and desolation. Okay. If if I do the tessellation, if I did desolation and that was like a little bit, don't fall apart. Okay, and I've already added like a lecture inside it only about talking about the texts simulation. So you will understand tessellation more better way. So what desolation do it just modify mesh of the model. So this is how the solution works. So if you want to without distillation, you can just selected, if you have done that oscillation, you can select it. But we didn't even did that. So that's why we don't have any option. So if you're under triangulation it and I'm not going to triangulate it. Let's export it. So it will just export the exact mesh. This is a US basically if you did the UV inside Substance Painter, That's why we basically use it. So I'm just going to export it and I arrived now over here. So let's, let me just select that path, okay, and I'll just save it. So here it is, the mesh export successfully. Here if I just come back to this place over here and hit Enter, you can see the model which is exported. I'm just going to select the model. And here you can see the model that we exported right now, which is like obviously it is without textures. Okay? So that is it. And the next thing is how we are going to export the models. So for that, what we are going to do is just simply come to down here we are in the export. So here we have the settings and in the settings play, so you will find out the directory, can select your directory and the exact same thing, the output, you will always find out this and you can select your preferred output over here, the file, file tied, jetpack and all the stuff. And you can also change your betrayed. For now the size is two k, I'm just going to choose this one. And the distillation act for infinite is over here. If you have the transparent and all other stuff, you can go ahead and select your padding if you want them. So if you wanted to add some padding, so on all of their stuff, if you want to add some transparent pending for now, I'm not going to add any kind of crying and I will just let it be default. And in the left side you will also see your set, your texture set is over here. You can also just change your individual texture said if you want to, okay, it depends on you how you want them to. Some games have some different stuff. Let's say my characters hairs. I just want them to be in low resolution. So I just mostly, I can just do that. So this is how you can do that. And in the output section over here, you can just deep dive and see how much things are actually getting exported for each stuff. So let's say like, let's look for the Arnold. In the Arnold, every single stuff is like, you know, the my Arnold is over here. You can see all the maps are different way. And let's go for like, let's say for unity SD render pipeline, you can see all the maps are different. And in the one we are doing, the Unreal Engine one and Unreal Engine packed in this one you only, you can see it only has three maps which show only one map contents, three properties like RG and B. And the one with normal has the all three RGB set over here like this. Okay, so here you can also find out which color, how which stuff you can see the green color have metallic the disk, dark green color have the roughness and also the opacity means the occlusion have the kind of like pink color so you can understand them. It's easy for that. So the base color is over here. You can see the base color is added over here. And the base colors also readings a list of explore what other files will be exported. Our A1 over here, base color immersive. So immersive is not going to export it. I don't know. It's like some kind of glitch or something. So the Norma's is here and the occlusion, roughness and metallic is here. So let's export why we are waiting for I'm just going to select. So it already have the preferred place where I'm going to export. It's like to place already said here, I'm just going to press Export. And after explored, and here we have our folder and here all the stuff is exploited and all the three maps are over here. So that's it. We just exported our model. And that is it. The completion is just done.