From the course: Blender and Substance Painter: Architectural Visualization

Adjusting mask tolerances in Substance Painter

From the course: Blender and Substance Painter: Architectural Visualization

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Adjusting mask tolerances in Substance Painter

- [Instructor] All right let's work on the rug here. So I'll press Shift + H to hide everything else and let's first of all make sure we give it a new material. I will call this rug and let's add our vertex colors. So from object mode here let's go to vertex paint. Let's turn on paint mask. Let's tap into edit mode and just select this face right here. Let me hit the three key and select that face right there. Now if we tap back into vertex mode, let's go over to our colors I'll grab that green and press Shift + K. Now we can't see it again because we're not in solid mode so let's go back over here. There it is. Now let's invert the selection Control + I and let's add that blue here Shift + K. All right So that really should be about what we want. All right let's go back to object mode and let's go ahead and come up to file and export an FBX. We'll choose mesh and selected objects only. Let's go to our exports folder and we'll just call it rug. And there we go. Okay. Let's go back to substance painter. Here in substance painter we'll go to file new, select. We'll choose the rug 2048 once again I think is okay. Let's open it up. And here we go. All right. So let's bake the texture texture set settings bake. We'll give it 2048, two by two for the anti-aliasing and we do have vertex colors let's choose that and bake. Okay we are done with that. Let's go back to our properties. Let's delete that layer create a new group. We will call this let's call this trim because this is going to be the trim around the rug. And I think that's kind of a rubber material. So maybe this rubber vulcanized well, kind of like this plastic skin grain thin, let's drop that in. Let's isolate it right click mask with color selection and let's choose that blue here. Okay. We do need to adjust the scale I think let's select the material increase the scale. I also don't know that it needs to be that shiny. Let's scroll down and increase the roughness just a bit. And okay. So now let's do the actual rug part new group. I'll call this rug. Let's see what we have in here. Do I have anything that I would want to use? No that looks kind of like what we used on the chair. This let's try this. I'm going to take this and drag it over, drop it in the rug. Let's mask with color selection. And there we go. Now, a couple of things, first of all I think that this is the longer side but we needed to go this way in the reference image. So imma go back to blender here in the layout. You can see here's an image let me press control space Barnes zoom in. So it looks like the grain or the pattern goes parallel with the counter here. And I believe in mine, let me press Alt + H we hide the ceiling again. Yeah, in mine the longer end goes this way. So I think we want to go this way with the grain or the pattern like this. So what I need to do is turn it 90 degrees. So if I select the carpet scroll up and rotation I'll put 90 degrees. Yeah. Something like that. This is just too big that's just going to be too big. Let's increase the scale to decrease the size of the pattern. I'm thinking something like this. Yeah. Let's try 12. I'm going to try 12 like that. And in doing that you can see one of the issues I wanted to talk about. When using vertex colors oftentimes we will put one texture right up next to the other texture on the same object. A lot of what we've been doing with like the coffee machine and the chairs. The different materials are often on different parts of the model. So there isn't that direct seam between two textures. Whereas here this is all one model and we've got two textures right up close to it. Now we could have created this in two parts. We could have split this center part out and then maybe scale it out just a bit so it overlapped under the trim here and then we wouldn't have had this problem. So that's one way to do it you can keep in mind as you're modeling in blender that you want to have separate parts of your object when there going to be different textures. However if you have something like this, one way that you can deal with it is within the actual color selection layer. So if I select that, we've got some tools here that we can use and it's this tolerance. So we're currently in the color selection for the rug here. And I can click and drag this up until we get to a point where it clips right up next to that trim and kind of cleaned that up quite a bit. Right? That looks pretty good. There's still one little part here but generally speaking that looks pretty good. Now if we back that off, let me take that back down to about .1 that's what it usually is. Let's try the other color selection for the actual trim. If we click and drag this, bring this up, that closes that off there and gets rid of that corner. So what we could do is clip that corner right there. See that? And then go back to the color selection here and increase the tolerance for that. So we're kind of combining the two to clean that up. So that's just another tool in substance painter that you have that you can adjust the tolerance between two adjoining textures. All right. So now that we have that let's go ahead and export it out. I'll go to file, export, texture. Let's put it in the proper place. Here's our textures folder. I'll make a new folder in here. Rug. Let's select that. We want to choose our blender PBR. Here it is. I'm just going to ensure that I've got 2048 and let's export this out. There we go. Okay. Here is the folder with our textures. Now let's go back to blender. All right here in blender I'm going to go ahead and move over to my shading. I'll hit the period key and let's press Shift + H to hide everything and then now that we're here, let's go up in the hierarchy to the rug folder. Let's start bringing these in, connect the color. Let's go back to the metallic. Oh, let me grab that again. There we go. Non-color. Metallic. The roughness map. Look that up non-color. And of course the normal right here that is well non-color. Shift day, vector normal map. Color. Normal. And there we go. Okay. Let's go back to the layout tab, go to material preview Alt + H and there we have our textures applied to the rug.

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