From the course: Blender and Substance Painter: Architectural Visualization

Texturing the coffee machine

From the course: Blender and Substance Painter: Architectural Visualization

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Texturing the coffee machine

- [Instructor] And now here in substance painter, let's go to file new. We'll go to select and let's select our coffee, macine, (laughs) I misspelled that, click open. We'll go with 2048 and let's click okay. Now, here's the coffee machine. And notice up here, we have two texture sets, the coffee machine and the coffee machine screen, and we will of course, have to apply textures to each of these materials in blender. And that's why I try and have as few materials coming into substance painter as possible so that we don't have to spend a lot of time dragging and connecting textures up to multiple materials. But for this instance, I think it's a good thing to do. So let's begin by adding some materials or textures to our coffee machine here in the coffee machine material. Let's first of all, come over here to the texture settings. We'll scroll down and we'll click on bake mesh maps. I'll change the output size to 2048. I'll scroll down and change the anti-aliasing to two by two. And of course, we want to use our vertex color for the coffee machine. Notice that we have a texture set pull down here because we have multiple texture sets over here. But for this particular one we want for vertex color. Now we have a bake all texture sets or bake coffee machine mesh maps and that's what we want to do here. We just want to work with one material or one texture set at a time. So I'll click here and there it goes. All right, let's click okay. We have all of our baked maps over here. Now, if we go over to the coffee machine screen. Here, you can see there are no baked mesh maps for that. We do need to go ahead and bake these as well. I'll click bake. And for this we'd really don't need 2048. We could probably do with 512, let's just go with 512. Once again, I will use that two by two anti-aliasing, but when we go over to ID, I want to keep it material color, because we only have that one material. We have no vertex paint on the screen, so we're going to use our material color. All right, so let's click bake coffee machine screen, right here and now that's done. Okay. So we have both texture sets with our baked texture maps. That's good. Now let's go ahead and delete this layer that we have, and let's begin thinking about what we want to do here. Let's begin with this front panel. Let's do that. I'm going to create a group. Let's call this, well front panel. And I'm going to type metal 'cause it's kind of a metal color. And I think we've got this iron shiny and it has some striations in it. So let's give this a try. I'm going to click this, drag it up to here. Yeah, you can see those lines or striations in there. We'll turn that with the rotation, but for now let's right click on our group, choose add mask with color selection. Back here in the properties tab, we'll choose pick color and we'll grab that green right there. Okay, now let's grab the iron shiny material and in the rotation, let's try 90 degrees. Yep, that's the way we want it. All right, but it's a little too strong I think, let's scroll down here and see if something under the finish will allow us to reduce that. I think this brushing intensity, let's pull that down. Yeah, that's about all I want to, I don't want a whole lot, just a little bit. There we go. Okay, so that looks pretty good. Let's now select that group, create another one and let's work on the back of the machine. Let's do that. For that, I think what I'll do, is use that steel painted and then change the color again. Let's drag that up to here, drop it onto there. Let's right click add mask with color selection and pick that blue. All right. Now let me Shift right click to move that light around. I think I want to make those bumps a little bit smaller. So I'll select the steel painted and if I scroll back up and the properties tab here, I can increase the scale of the UVs that makes those quite a bit smaller like that. Let's change the color. I want to bring it over into the gray. There we go. And, what else? I feel like maybe that's too shiny. Let's increase the paint roughness here. Let's bring that up. So it isn't quite so shiny. There we go. I think that's a little bit better. Okay, what next? In fact, you know what? Maybe let's bring the shininess of the front panel down a bit by increasing the roughness as well. I'll click and drag here. Drag that up. Let me Shift right click and move the light. Let's bring it up just a little bit more kind of like that let's say. All right, let's try that. How about this black part here? Let's begin doing that. I will a select group, create a new one. Well, let's just call this black plastic 'cause that's really what it is. And for that, I will grab a plastic material. Here's a plastic glossy. We can then reduce the glossies. But if we drag this up into here and drop it, now let's add the color selection. Pick that color there. Now let's work on this. So we want to take it to pretty close to black, right? But not all the way. I'm not a fan of that jet black, something like this. Let's reduce the shininess by increasing the roughness. Let's do that. There we go. See what else we can do here. It looks pretty good. I think I maybe want it just a little bit darker. Let's take that down just a little bit. Yeah, so it's a little darker than the back panel like that. All right. We need this piece right here. Let's do that, that's kind of a chrome, isn't it? Let's see if we can find a chrome. I'm not sure I have one in here. We can go find one in our substance source. If I go back to that substance launcher here, I can choose substance source and we can type in chrome. Let's just do that. Chrome, and here we go. We've got a chrome here, we've got a plated clean. Let's try this clean, let's try that. I'm going to click here and it will send it straight into my substance painter project. And then we go back. Now, if I type in chrome, well, here we go. Here it is, that plated clean. Let's try that. Drag that into here and let's pick the color right there. And there we go. So that may be a little bit too shiny. Let's take that and let's increase the roughness just a bit not a lot, just a little bit. I think that's pretty good. All right, oh the material around this, I had said that might be a rubber material. Let's give that a try. Let's call it rubber frame. Let's see what I have in here. Oh yeah, we can try this. There's a plastic fine plastic. Well, let's try this one right here. I'll drag that up and right click pick the color selection. Oh, it's this frame right here. Okay, let's zoom in a bit and take a look. That's a little bit too bumpy. So let's grab that material. Let's increase the scale in the UV to let's something about like that. Yeah, that's actually not bad. Let me move the light a bit. Yeah, I kind of liked that actually. And it should also be down here on the feet because we made that the same vertex color. Okay. And for this thing right down here, we need some sort of a mesh for that. Let's go take a look at that in substance source. So I'll go back to that substance source in the launcher window and let's type in mesh. Well, this might not be bad. That right there that black may not be bad. Is there anything else in here that we think might work for us? These are a little bit too elaborate, I think. Yeah, I think that one up at the top might do it. Let's let's grab this metal mesh oblong. Let's go back here, take away that search term right here. and what did we call it? Oblong? Here we go, let's take a look at that. Yeah, that's it. So let's create a folder first. We'll call this grid. I'll take this and drag it in. Wow, there we go. (laughs) Let's right click choose add mask with color selection and grab that. Now, there are a couple things we need to do with this. Let's first select it. Let's decrease the size by increasing the scale. Let's turn it 90 degrees right here. There we go. Let's also make it black. Let's see if we have select and apply a preset. Let's see, plastic grid, that's kind of what we want, right? Let's do that, oh yeah. But it's turned again. So let's go back up. We need to take that back down to zero. Let's do that. There we go. Hey, that's not bad. Yeah, I kind of liked that. All right, so we have all our materials on for the coffee machine material. The next thing we need to do is work on adding our texture for the coffee machine screen, right? We've got our whole layer stack for this that we can use. Just like we've used the layer stack over here for this texture set. So in the next video, we will bring in our texture and we'll add it to our screen.

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