Creating a Painted Wood Material In Substance Painter | Aniket Rawat | Skillshare

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Creating a Painted Wood Material In Substance Painter

teacher avatar Aniket Rawat, 3D Artist

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Topics include illustration, design, photography, and more

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Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction to Class

      1:00

    • 2.

      Creating the Painted Wood Material

      31:58

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About This Class

Hello Everyone, In this tutorial we will go over creating a Painted Wood Material in Substance Painter. We will make use of different features of Substance Painter to create this Smart Material. You can use this material on any your project or model. We will start by adding a Base Layer of Wood and then we will build further upon that adding different layers to make the material more realistic. We will add a Paint Layer and add some scratches and damages to it to give the material a better feel. We will finish the material by adding  some Dust layers and Roughness Variation. At last we will learn to create a Smart Material out of all this and then we will try adding this material onto a different model and try to customize the look of it.

Meet Your Teacher

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Aniket Rawat

3D Artist

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Hi everyone, My name is Aniket Rawat and I am a 3D artist who likes to create realistic and high quality 3D props and assets. The main 3D programs that I work in are Blender, Substance Painter, Zbrush and Unreal Engine. I am proficient in 3D modelling and texturing.

Thank you for stopping by my profile, I hope my courses are able to help you learn new stuff.

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Transcripts

1. Introduction to Class: Hello everyone. In this tutorial, we will go over creating a painted wood material from start to finish in Substance Painter, we will make use of different features of printer to create this part material. You can use this material on any of your projectile model. We will start by adding a base layer of wood and then we will build further upon that layer by adding different layers to the material to make it more realistic, we will add a paint layer and add some scratches and damages to it to give the material a better field, we will finish the material by adding some dust layers and reference mediation. At last, we will learn to create a smart material out of all this. And then we will try adding this material onto a different model and try to customize the look of it. I hope to see you there in the course. Also makes sure to check out some of my other courses where I go over creating entire 3D environments and 3D prompts from start to finish using Blender Substance Painter, and Unreal Engine five. All my courses are available on all different black farms like SkillShare, Udemy are stationed, etc. So make sure to check them out. Thank you. 2. Creating the Painted Wood Material: Hello everyone and welcome to this short tutorial in which we will be creating a painted wood material from start to finish in substance painter. So to start off, I've opened up Substance Painter and you all can do the same. One thing that we should know is do create a material or to start texturing, we first need to have a model. So instead of downloading one or creating one from scratch, what we can do is just go over to File, select Open sample, and you will find this Mi'kmaq file over here. Double-click on it. Here is a handy little model which we can use to create our painted wood material. And later on we will convert it into a smart material so that we can use it on our other projects. Also, in the texture set list, I will just disable the body and the base that we're just working with this team only. Alright. You can see the layers over here. You can just select this layer and let's delete this one. Now we can start from scratch creating our painted wood material. So the first thing that we need to do is we need to add a base layer for wood. So if you just go over here in the shelf, if you don't find the shelf over here, you can go over to Window. And in the views, we'll find or maybe toolbars, I think assets or here you click on it. You will find the shelf. So let's search for wood. We can find this would American in this base wood material would be evaluating every one substance painter. So you can just drag and drop it now over here like this. Alright. So as you can see, we have the wood material all over our sphere to select it and we can adjust some settings from over here. You can see it is a little bit shiny so you can increase or decrease the roughness. If I set it to 0, you can see it is very reflective. Also, if you wanted to know, I'm moving the scene alone by holding Alt and using my left mouse button to rotate it like this. We can use the scroll wheel to pan and right-click to zoom. We can also hold Shift, then use a right-click to move the lighting. These are a couple of things you should know. And I'm pretty sure that you already know. Also if you wanted to change the lighting, you can also change from over here. Maybe you can select this one. This one, we can just go for anyone. But let's just select the earlier one only. You can hold Shift and right-click to see how the lighting reacts to your material. Obviously, we don't want it to be this reflective, so we will increase the roughness. I wanted to be fairly rough. So let's set this to 0.8. All right. Next, if you see over here, there are different channels. The color metallic roughness. If you've been just disabled the pilot channel, you will see the color information is bond. Or if you've disabled the roughness channel, you will see all the deafness information is gone. So I actually want to disable the height channel because I don't want all of this height information in our base layer, we will be adding height information, but we will add our own customized hide info. So let's just disable this and you can see, immediately see the effect. Next. You can also increase or decrease the scale from over here of the overall texture. You can also change the prediction type. You can see we have triplanar and we have multiple different projections. But let's say this to UVU. And I will increase the scale to somewhere around five maybe. Also for the color. I have already decided on a color. I don't want to be like this saturated. I want the color to be like dark. So I will just put in the values for the hue. I want this to be 0.054. For the saturation, I will set this to 0.4524, the value of 0.39. Kind of dark. I think this is fine. All right, So now our base layer is done and the next layer we will be adding is for the height info that we just disabling. But we will add some of our own. You can add another fill in the color to black. And I will increase it a finished 2.8 only for this also. Let's set the height value 0.14. Now, it could be like much, but I'm just setting it to 0.1 to make a point here. Let's add a black mask. I had a failure. Click over here and search for the texture voltage. And you will find this voltage 01. Let's just select this. You can see we have some light. Over here. It is too much right now. So what we can do is first go over here. This is the opacity section. You can see we can increase or decrease the opacity. I will set this to 50 for now. And also set this mode to multiply. And now you will see, if I click over here again and increase or decrease the height information, you can see how it is reacting on a material. Earlier we set this to 0.1, but in my opinion, I think 0.1 is too much. So let's set this to 01 for now. Now, next what I want to do is I want to increase the scale of this. As we increase the scale of the texture. For this thing like this. I also want to increase the scale for these wood knots. If you just click over here and increase or decreases scale, you will see that nothing happens. The reason for this is, right now we are increasing or decreasing the scale of this particular layer, but we want to change the scale of this particular mask. So I'll click over here, then select this. Now if you increase the scale, you will see, let's set this to 4.5. And also I will rotate this by 90 degrees so that they are over here like this. Yeah. Next Beta. The hardness. You can see how it reacts. It is totally up to your preference, but let's keep it at 0.5 only. I think that looks pretty good. All right, I will rename this layer to food. And now what we can do is first let's create a folder and name this folder screen to select them both and drag and drop it into this folder. Now, I will add another folder. Let's name this one as this. Select them both and drag and drop them into over here. That are material stays organized. Next, we need to create the paint layer. I will create another folder and let's name this as paint. Alright. Now we need to create under Fill Layer and you can see how it already acting as print. You can see all the details that we add. It appeared over our paint layer. I will rename this to base. Again. This is the base for our paint layer. Now, let's set the color for this. Something like that. Yeah, I think that's fine. Next, let's increase the roughness a little bit. As it is paint, we still want it to be a little bit shiny. I think one to five. Let's try 0.25 for now. We can always change it later on, but I think, yeah, yeah, I think it is fine. Next I will set the height value is 0.05. Now if we change the height value and nothing happens, but I will show you later on why we're doing this. For now, let's just say the height value to 0.025 and move on further. Next, I will press Control C and Control V over this layer to create a duplicate of this. As you can see now, there are two base layers, but rename this one to paint variation. Because inborn, there to be a little bit of color variation. Now select this layer and select the Base Color. And let's change the color or the hue value. I will set this to 0.131 saturation, I will say B1502 for the value, let say these, 2047743. So you can see a little bit of yellowish color. But right now the complete model or the object is of this yellow color only. What do you want to have a variation? That means a mix of both these layers. So what we will do again is we will again add a black pass to this. This time, let's add the failure. Search for clouds. Let's select the clouds to. And you can see if you just enable and disable this layer. They are a little bit of white areas over here that creates like a print edition, but also we can just select this clouds to mask. You can increase or decrease the scale. You can see how we are editing everything. Also, you can increase or decrease the balance to reduce the amount of yellow color. So you can see we are increasing and decreasing it. For now. Let's increase the balance and circulate around 0.31. Maybe. You can also increase or decrease the contrast. Increasing the contrast. Food make it like very sharp, like this, but obviously we don't want that. So set this to 0. Next, what I will do is I will decrease the opacity of this layer with somewhere around 40. That the variation is like not very obvious. Now, as you can see, it is very faint, but still there. So I think that looks pretty good. Before proceeding further, let's just hit Control plus S to save our substance painter file. You can save it anywhere. So I will save it in an already created folder that I was working on earlier. I will name this as wood material. Now let's hit Save. The next thing to do is we added like paint variation. So the next thing would be if you're in a movie, added a base material under this paint layer, this vase would layer. So now what we want to do is we want to create like scratches and edge damage on our paint layer so that we can see the base layer under it and it will give it a lot more realistic field. You are. Let us do that. So to do that, we will just select that complete paint folder and add a black mask. We will proceed in a similar way like we added paint radiation. So now we have added a black mask. And next I will again add a failure. You can click over here and search for the lead clouds and search for directional noise. And you will see all these five textures. All of these are pretty good for adding scratches for stuff like wood. So I will just select directional law is one. And you will see something like this right off the bat. It does not look very good. But the first thing that I want to do is again, I want to rotate it like this by 90 degrees. Okay, So next part I wanted to do is let's increase it scale. Do some wet on to maybe. Also I will set invert to true. You can see it is much better now. Next what we can do is we can see increase or decrease the balanced from over here. So obviously we don't want it this much. It was 0.5 earlier, so let's have it and set it to 0.25. Again, this is a very preference based thing. You can check it however you may like. Now I will just show you what I was talking about earlier. If you remember, we added a height information in a paint layer. If I just quickly set this back to 0, you will see how all of the height information we've got removed from our material. If I just hit Control present, you can see all these scratches are a little bit inwards. That gives it a little bit more realistic field. You can see if I just increase or decrease it, how the scratches are reacting to our wood material. Again, maybe increase it a little bit to 0.08. Something like that. I think this looks pretty good, but I will add another failure. So select this mask, Let's add another fill layer. This time I will add directional law is two. And again first rotate this by 90 degrees for the scale. Let's see. First, I will also never invert for this. Now what we want to do is we weren't the directional law is the effects of the earlier detection lowest to be visible with this one also. So I will set the blending mode to multiply. And you will see as soon as I do that, I would control plus j to set it back to normal. We will see this was earlier, but if I set this to multiply all those earlier effects of the directional noise one appear back again. And if I take this back to normal, they all disappear. So make sure to set it to multiply. And now what I will do is again, I will decrease the balance. Maybe what we can do is we can just invert this. Now I will increase the balance is basically opposite. It does not matter that much. Let's set this to 0.9. Scale to something like three. I think something like this looks pretty good. Alright? Again, I will add another. This time I will add a filter. For the filter I will select sharpened. And you will see as soon as I add sharpen, all these details are very sharp. But obviously I think this is too much. Let's set this to 0.5 maybe for now. Also, I will select this base layer and set the height vector 0.05. I think that was much better. Alright, so I think I've material is coming along pretty nicely. The next step to the next thing to add is we will go over and add a little bit of dirt to hardwood because right now it is too clean. Outside of this pink layer. Let's add another fill layer. I will rename this to dust. Give this a doctor, and also increase the roughness. We don't need to give it any height information. I will add black mask to this. Let's click this crossover here and come into smart Mask section. So instead of now using a fill layer, I will directly use the smart mask. So I will use this desktop version one. You can see there are a lot of different smart mask. You can just drag and drop them and you will see how it affects your material. You can try multiple different smart masks and you can see we will have various different results. So you're going to do this according to your own needs. But I will be adding this just to occlusion. Will say this is a pretty basic one. It adds like this to our corners and crevices. So in this particular material, we don't see any much big change. But in your custom models you will see it makes the material looks a bit more realistic with adding all those desks in mud, adding all those dust and dirt in corners and services. We can also select this from over here. And you can see you can increase the dirt level. Play with the contrast will make it more sharper, but obviously I don't want all of that. Then also add a little bit of grunge. But yeah, it is totally up to you. What do you want to add? But I think something like this would be fine. I will also select this paint layer again, select the externalized one, and maybe try increasing the balance and let you know, I think this is too much. Let's move it back to eight. Yeah, I think that is fine. We can move ahead with this. Also, one more thing that I wanted to show you. If you go over here in the texture section settings, you can increase the size from over here, 2204824096. This will increase the detail. You can see everything is much sharper and more realistic because the texture size increase from 20484096. I will create another layer. I will just duplicate this. So press control C control V. Select this mask and hit this cross will remove this. This time looks at the failure. Again, click over here, and this time I would like directional noise to again, set the rotation to 90 degrees. Let's increase the scale. Somewhere around four, I think. Next one more time, I will add another failure. This time. Removal of this and select clouds. Clouds to you will see as soon as against set this to multiply. What will happen is if I just turn this off, you can see if I just select this mask, I can control both of them just by using this Cloud Mass. Actually, the effects of both of these will appear over the area where the cloud mask is working. So if I said from material to mask, you can see this is the cloud mask and this is the directional noise one, so both of them are overlapping. So if I just change this from over here, you can see if I increase or decrease the balance of the directional noise too. I'm just editing these white parts only. And if I select the cloud to and I tried to increase or decrease the balance, you can see how we're editing it all over the material. So this way we can add multiple failures and multiple different pictures are these grayscale textures to create, to create more complex masks. I will set this back to material. And you will see we can just the clouds one. A little bit more dust like this. I will set the balance to somewhere around 0.3. Also change the scale. Maybe one was fine. Obviously we can aggregate later on and you can also change it according to your preference. But for now I think that looks pretty good. Also, I will select this main fill layer and I will give it a little bit of height information as you can see how this reacting on a model. But obviously we don't want to give you this much. I will set the height tool again, 0.05 is very faint. Also, if you want, you can just select this again and let's add another sharpened filter. Can see how if I increase or decreases sharply with a material. Lakes makes the edges of the details a lot more sharper. Obviously. Again, we don't want this much, but let's set this to around this time. I think our material looks pretty good and we are done with it. Let's hit Control plus S to save. Other files. If you want, you can select all these failures that we added for the masks and you can edit them however you may like to give it a little bit of her own touch. And also let's set this to 0.3 only. Know, yeah, I think that is fine. Next, what we can do is we can create this into a smart material. So for now if you want to use this, this particular material, this folder that we created in any other project. You won't be able to do it because it is currently in this project only in these layers section. But you can just right-click over here and create this into a smart material. Let's rename this to maybe get underscore material. Right-click and create smart material. And as soon as you do that, you will see over here in your smart materials section. So you can just select this smart materials section. And if you select for indeed underscore route, you will find your material over here. So what this will do is if you create a new project and you add your own custom model, you can use this wood material over there just by dragging and dropping. I will just quickly show you how we can do that. But first let's hit Control plus S. Now we will create a new substance project. But before doing that, I wanted to add one more thing for material. You select this layer and let's add another fill layer. And this time we will be adding roughness variation. What I will do is as you can see, there are a lot of different channels over here, but I want to add a variation to our roughness. So I will just quickly disable all of them except the roughness channel. One more shortcut is there if you weren't to just quickly select one single-channel and disabled all the rest of them. Just hold Alt and click on that particular channel. And all of the remaining channels would be disabled automatically fill. Let's move further. Now, I will rename this layer to roughness radiation. Let's start a black mass to this and add a fill layer. This time I will search for grunge 01. I will be using this one. Again. You can use any one of them. There are lots of grunge maps. They are similar like black and white texture maps, but with different kinds of results. So I will go with this one. As soon as I do that, you won't see the effects immediately. But let's just first increase the scale a little bit. If you are just a balanced, then you will see what I'm talking about. But first I will select the fill layer and reduce the roughness to maybe 0.2. Now if you again click over here, select the trench map and try to increase or decrease the balance. You will see the roughness radiation coming up or WE sleep. You don't want a lot of areas to look very wet. So I will keep that unnecessary radiation at a low amount. Let's take the balance somewhere around 0.25. You can enable or disable the layer. You see what it adds to our material. I think it is a nice, beautiful addition. Also, if you want, you can move it here and change this drop-down menu to roughness. And now you can adjust the opacity of the roughness channel. You just see over here. If I set this to 0, you see all the roughness variation is gone. Now, if you want, you can maybe place it at 80 so that it blends in a little bit better without other reference layers. I will just decrease the scale a little bit. Set this to 0.3 and rest. Everything is fine. I will right-click over this and just quickly delete this one so that we can create a new paint in good smart materials. So just select this right-click and create smart material. And automatically, it is over here. Now I will create a new project. And as soon as you do that, you will see this window pop up. Over here in the file section, we need to select the model that we want to texture. So currently if you don't have any model that you want to texture with this particular smart material. You can, you can add any model of your own or maybe you can download one. But if you don't want to do any of those things, I have provided you with a very simple model of a cabinet. If you go into the resources files of this course, you will find it. Just click on Select, and you will find these Cabinet model in files. So just select this hit Open, rest, everything remains same. Now hit Okay. Make sure to save your project. And yeah, this is the very basic Cabinet model that I came up with to make use of this smart material. Also, whenever we create a new substance painter project, the first thing that we need to do is bake the mesh maps. So the reason we need to bake the HashMap sys because all those features that we use or substance painter like smart materials, smart masks or generators, all make use of the maps. That are the mesh maps. So every time we create a new substance painter project, we first have to big the HashMap. Just click on this button. There are a couple of settings that we need to change. First, I will change the size of the mesh maps to two k. I will disable ID. I will also enable these two things. And said the anti-aliasing to eight by eight and just hit makes electric textures. It might take a little while, I will just resume the video when everything is done. Alright guys, so the bake is done now just hit OK. To add the smart material. You can just drag and drop it like this. That's how easy it was. Before moving further, I will change the size from 102424, okay, that we can view the texture a little bit better. Let's move back to layers and you can see our material looks pretty good. Looks pretty good. And obviously after adding the smart material now you have to think like what kind of rock you want to go for it. You can customize the material like however, you may like. If you wanted to go for a pretty damaged assets are like old cabinet. You can just select this paint layer, this additional noise one. You can increase the balance and maybe increase the damage. On this particular model. You can select any of the lake, these directional noises and increase the damage on it. You can also go ahead in the desk layer and increase the dust that it looks like more dirty. This is what I was talking about. You can customize it however you may like. But if you want to go for a cleaner look, you can, you can disable this traditional noise to select this one and maybe set the balance to 0. And as soon as you do that, you can see a cabinet is looking like it is a little bit more cleaner and it looks like that is pretty new in age. Also, I will open up this base layer, select the mask from over here, and increase the scale for it. Seven. Lagging because of the focus. We can just go back to two kids that are Substance Painter is little bit more responsive. Also, if you're feeling like the sharpen is too much because the details are looking like very noisy. You can disabled the sharpen and you can see immediately. It looks like very less noisy, but yeah, you can go for any kind of lucky weren't. Maybe I will turn it down to one. You can also reduce the amount of dust like this. Now it looks like completely new, like a new cabinet. But we can increase the amount of dust enabled back the detection noise. This one also I feel like instead of the sharpen, I will reduce the height 0.02, maybe. Paint radiation and the paint layer. And let's set this back to somewhere around 0.2, I think. So this is what I was talking about. You can customize the smart material however you may like. You can also change the color of the paint layer to give it a completely new loop. These were all the customizations that you can do to create a material of your own. You can use this material on any of your different models that you want to use it on? This, is it from my side, guys. Thank you for watching. Also makes sure to check out some of my other in-depth courses like of creating complete 3D environments and 3D props. Using substances being doubling the Unreal Engine yet available on all kinds of different platforms like Udemy skillshare, our session. Thank you for watching.