1282 words on this page!
This is my first model in Substance Painter. As you can see, it isn't too detailed and doesn't quite resemble a Pokeball since I used a material that looked the best for it, before knowing how to change the colour of a material.
On the left side is the actual view of the model which is also how it will be shown in the 3D view that I load at the end. This is useful to be able to see where materials are being painted on the model, and gives us a good idea to how it will look in the finished copy.
On the right side is the flat view of our model that has basically been opened up and gives us access to see each face of the model. This can be useful to use if you need to quickly paint a lot of a model.
I finished the model and put it into the 3D view. Next time I do this, I'll make sure to change the environment (background) to be something more interesting, rather than a boring and poor quality field.
I started by creating a new project inside of Substance Painter. To start it, I had to choose PBR - Metallic Roughness Alpha-blend as it's more realistic than some other templates, and being Alpha-blend, allows us to create transparent textures, which is useful for making models with glass.
I then needed to select the file of the 3D model that I'd be using. We used a model that was already created, which was a Pokeball. Lastly, I then had to set the document resolution to 2048 as I was going to be working in 2K resolution.
Next we have to bake the model so we can start painting over it. To do this, we go to the tab called "Texture Set Settings" and scroll down to the "Bake Mesh Maps" button.
Once clicking that, we are shown this settings page. All we have to do is set the output size to the same as what we set the document resolution to - so 2048. We also have to tick the "High poly parameters" button, so the program will make the model look high quality without us actually having a high poly mesh. Then you can bake it and return to painting mode.
Next we go over to the shelf and find a material that we want to put on our model. I'm going to use "Iron Forged Old" to give it a matte colour look with some imperfections.
We need to drag it over to the "Layers" and add a black mask to the layer so we can use it to paint our model.
I then opened the folder of the material by clicking on the file icon and changing the base colour to red for the top of the Pokeball, and white for the bottom part. This is because without doing this, it would just be the base colour which was a grey, which obviously isn't the correct colour for this design. I left the colours of the other details since it would make the ball look used and as if the paint had been scraped away from wear.
To apply the paint to the model, I used a fill tool to fill a whole face of the model as it's the quickest way to fill in a model with paint.
I then moved in two more materials to the layers, added a black mask, and changed the colour of them so I could get the black and silver to complete the Pokeball.
This is the final product of my second Pokeball design that I took a bit more time to make. I think the scratches on the top and bottom really make it look worn and realistic, and overall was simple to make, but shows how powerful Substance Painter is, even for a quick design.
This time we were provided with a forklift model that we had to paint in substance painter.
This time, the main difference is that in the texture set list, there is multiple things that you can edit. This is useful since you can choose to edit certain parts, and you can hide the other parts while you do so by clicking the eye icon.
After going through all the same steps as the last time I used substance painter, this is the finished model. It isn't perfect and I'd probably change some of the textures, like the ones on the forks, but it's not too bad for my second time using the program.
Here, I imported the paint can model that I unwrapped into Substance Painter, and we started adding textures to it. To get it imported, however, I had to first make each of the parts of the model its own material so we could use it in Substance.
Once I imported the model and baked it, I started adding textures. I used aluminium anodized as the base texture for the paint can base and lid. I then added dirt and dust overlays over this to give it some more texture and gave the handle a nice plastic texture with the dust overlay.
I then added some paint drips on the side of the can, the lid, and a bit of the handle to make it look like it spilt a bit.
We then learnt how to import images as textures. I did this by first clicking the little + button at the bottom of the assets section, which then opens this Import Resources window. I then click the Add Resources button which allows me to search for the file that I wanted to import, which was in this case a paint can label - for some reason they have to be .png files otherwise they don't work. I then changed it from undefined to texture, and clicked Import. Using this is just as simple as dragging and dropping. It's better to do this on the 2D editor since if you drag it onto the 3D view, it'll be using a 2D image on a 3D object, which was in this case going to be the side of the cylinder.
text