A case study of frog drawing by SubstancePainter;
First, create a new document.
Import fbx model that has been divided by UV.
Adjust the window to 2D/3D mode.
The dual window mode is as follows:
Select a baked model map in the Texture Set panel.
Baked texture
OK, the preliminary preparation will be ok. Next, you can add materials to the model. This process is relatively simple, just find a suitable material in the intelligent material library and drag it onto the model.
With the basic material, you can add a filling layer on the top below.
At this time, the model seems to have returned to the initial state.
In order to better describe this state, we choose the top filling layer and change the primary color to red in the property panel.
At this point, you will find that the model is covered with red material, and the next layer of material is completely covered, so you can't see anything. Are you familiar with it? The same layer as PS! If this happens, you only need to add a mask to let the next layer of patterns penetrate in PS. Here we apply this idea, directly add a black mask and add some padding.
The effect after adding the mask is as follows:
Then applying the characteristics of ps mask, you can add a brush layer to the mask.
After adding, the properties of the brush will appear in the property panel below. You can adjust the size and transparency of the brush, just like PS.
At this time, draw on the model at will, and the red color will be superimposed on the underlying texture of the model.
In addition to adding brushes, you can also fill some textures for use as masks.
At this point, you can find a gray property in the property panel below.
Click monochrome with the mouse to pop up the built-in material library, and you can directly choose a filling.
The effects obtained are as follows:
In the UV conversion option of the fill, you can rotate and scale the map. In addition to using some default textures, you can also find some independent grunges stains in the material classification as a mask filling. Just drag it directly to the position just now.
The effects obtained are as follows:
We said that PS can be used, so we can try to add a brush to the mask fill and draw some textures ourselves. After adding, select a pattern as the brush in Alphas transparent paste.
You can draw a custom pattern by painting or clicking the model.
In the property panel on the right, you can adjust some properties of the brush, such as size, flow, transparency, hardness, rotation angle and so on. In addition, there are many brushes for you to choose from in the brush options in the material library, which can produce many interesting effects.
Select the red layer at the top. At the bottom of the property panel, there will be some options that affect the material properties, such as: colormetalroughnrmheight and so on. These attributes directly affect the rendering effect of model materials. Here we only adjust the final height to see the effect of the model surface. When the height value increases, the effect is as follows:
Obviously, the surface of the material model has a convex effect, that is, the material is concave and convex. By analogy, we can adjust other options to affect properties, such as metallicity and roughness. Finally, the real material performance effect is achieved. Here, I did some combination tests on the effect of any layer:
All right, friends! How does SubstancePainter make a frog map? Today, I'd like to share so many contents of "SP3D Mapping Case Tutorial", hoping to help you learn and operate SubstancePainter! Learning SubstancePainter software well is of great help to the production of 3D materials! If you are preparing for study and research, I hope you don't miss the systematic video course, which will get twice the result with half the effort! To learn SubstancePainter, click: