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Substance Painter Process Notes

This document provides instructions for texturing a 3D book model in Substance Painter and Maya. It describes how to bake textures from Substance Painter, apply materials like leather and gold patterns to the book, and export the textures. It then explains how to import those textures into Maya, create Arnold shaders, and apply displacement, color, roughness, and metalness maps to render the textured book model with lighting and environment effects.

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Saskya Olsen
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0% found this document useful (0 votes)
212 views

Substance Painter Process Notes

This document provides instructions for texturing a 3D book model in Substance Painter and Maya. It describes how to bake textures from Substance Painter, apply materials like leather and gold patterns to the book, and export the textures. It then explains how to import those textures into Maya, create Arnold shaders, and apply displacement, color, roughness, and metalness maps to render the textured book model with lighting and environment effects.

Uploaded by

Saskya Olsen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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 SS paints on all types of texture maps at the same time.

 Shift and right mouse moves the light dome around Substance Painter
 Substance Painter’s strengths lie with realistic texturing. Stylisation is limited.

 Select pages and book and press 1.


 Mesh – smooth – options – reset – value of 2. NOT THE GROUND PLANE
 Mesh – combine NOT THE GROUND PLANE
 Assign new material – blinn
 Select ground plane – assign blin
 Select all and combine.
 File – export selection options – obj – export selection
 Open SS
 File – new – template – pbr metallic roughness algorithmic – select – find obj – doc
resolution – 2048 – click ok.

 Texture set settings (left) – pull down the tab – select book blin – bake mesh maps – 2048
output – deselect ID – Bake All texture sets – click ok when done. – we can now see the
maps under the tab.
 *If BAKE ALL isn’t there, deselect ID and bake the two blinns separately. *
 Pull down MATERIAL tab to view each map
 Click LAYERS tab next to texture settings

 Select book (top blinn) - Search bar – smart materials - leather – leather damaged – click and
drop onto layer tab – should wrap around book and pages – delete top layer – expand the
leather folder.

 Select leather pattern – find scale In properties – 13

 Select leather icon (colour)


 Click add white mask.
 Select polygon fill tool (left) – move slider to black – uv fill mode – click on page uv’s – pages
should now be visible as an off-white colour.
 Expand folder – select base colour – properties- change the leather uniform colour to green.

 create fill layer above leather group – drag below group – change uniform colour to off dirty
yellow – turn off metal – rename fill BASE – create another fill layer above base called
DETAILS – turn off metal- Procedurals - Anisotropic noise – click and find anisotropic onto
base, height and roughness. Turn off scale lock – 1.5 x 18.
 Base colour - Details blend to linear dodge 83.
 Height map layers – turn details normal to 6.
 Roughness layer – details to linear dodge 23 – go to properties - roughness uniform colour to
0.7.

 Select base colour – create new fill layer – only select colour and rough channels. Change
colour to light ash brown in COLOUR. Name layer DIRT. Create white mask - Select mask and
Add generator. Click on properties and click dirt. Grime should now be visible on pages.

 Create folder – select page layers and add to folder – rename PAGES.

 Materials – Brass Pure – drag above groups – the book should now be gold.
 Import resources (bottom left) next to funnel – add resources – find pattern for gold -
optional path BOOK – click undefined and choose TEXTURE – IMPORT RESOURCES TOO
current session – click import.
 Select brass layer – properties – height and nrm turned off – select brass – add white mask –
click white mask box add fill layer – uniform colour – type BOOK – bring in pattern. Should be
wrong way round.
 Add filter on white mask – type invert in properties and add the invert filter.
 Select Gold pure – properties – select height and normal – move height slider to create a
bump for the gold pattern – 0.2.

 Click on second blinn WOOD – smart materials – wood chest stylised – drag under layer 1-
Bin layer 1 .

 Open wood group – filters – transform - click and drag inside folder on top of all layers–
properties – rotation 104.
 Select grunge pass and drag it above transform to fix the shadow.

 Rename blinns BOOK and WOOD - File – export textures – blinns should be under texture
sets – config – Arnold 5 aistandard – book – 4096 – wood – 409g – png – click file location –
save in an appropriate location – 8 bit – EXPORT.

 *If Arnold 5 aistandard not there, use PBR metallic roughness.*

 Open Maya – reopen book file with no alterations (setup with lights) – Arnold – lights – sky
dome light – colour – file – harvest hdr – samples to 3 – visibility camera 0 – viewport –
radius 0.1.
 *HDR IN DOWNLOADS*
 Switch off area_light_02_lyr – sky dome attributes – exposure 0.
 Take a render, this will be a comparative image, a reference. Store the image, it doesn’t have
to be fully rendered.
 Assign new materials to book and pages and a separate one for table (2 materials) –
aistandard surface – bring down specular weight.
 Click on cover – aistandard surface (book) – right facing arrow
 hyper shade – graph network – displacement material – file – displacement – file –
book_book_height – RAW – ignore colour files rules- alpha is luminance.
 Aistandard – subdivision – type – catclark. Displacement attributes – zero value 0.5 – height
0.2 – padding 1 – tick auto bump.
 Do the same to the pages^
 Book – colour – file – find colour map.
 Metalness – file – book_metalness.png – ignore colour space rules – raw – alpha is
luminance.
 Book – specular - roughness – file – book roughness – alpha is luminance – ignore colour –
raw.
 Wood - displacement material – file – table height – raw – ignore colour rules – alpha is
luminance
 Ground plane – zero value 0.5 - padding 1 – height 0.1
 wood – colour – file – colour file – raw – ignore colour – luminance.
 Book – colour – filter type – off

OPITONAL:
 Displacement map on book and table – break connection
 Geometry – bump mapping – bump value - file – find map – raw – ignore colour space –
alpha luminance
 Use as - tangents space normal – turn off FLIP R CHANNEL.
 Ground - bump mapping (same process as last three bullet points).

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