From the course: Substance Painter: Petrol Pump Game Asset
Unlock this course with a free trial
Join today to access over 22,500 courses taught by industry experts.
Using the ID channel pass to mask the group - Substance Painter Tutorial
From the course: Substance Painter: Petrol Pump Game Asset
Using the ID channel pass to mask the group
- [Voiceover] Having added some nice random looking wear in our red paint material, time in this video to take a look at restricting the paint to some very specific areas on the mesh. This we will do by means of the vertex color ID past that we baked right at the start of the course. Now although doing what we want is surprisingly easy inside Substance Painter, we do, as we noted when we looked at our FBX mash inside of 3DS Max, need have to carefully planned things out in order to get all of the masks that we need. In fact, it is probably worth noting at this stage that if we should realize there is a need it wouldn't be a tremendous amount of hassel to go back into 3DS Max at this point in our project, reassign vertex colors to the specific areas where we wanted or needed them, and then we export so that we could rebake our ID pass again inside the painter application. Obviously this would take extra time, so I would strongly recommend avoiding such a situation if at all possible…
Practice while you learn with exercise files
Download the files the instructor uses to teach the course. Follow along and learn by watching, listening and practicing.
Contents
-
-
-
-
-
Setting up the Worn Red paint group3m 13s
-
Adding our fill layers3m 38s
-
Using the Mask Builder for detail3m 44s
-
Using the ID channel pass to mask the group2m 53s
-
Masking the exposed metal sections2m 36s
-
Setting up and masking more painted metal3m 24s
-
Adding the metal and paint substances3m 59s
-
Creating the rubber3m 10s
-
Creating transparent glass3m 10s
-
Adding weathered plastic to the model3m 20s
-
-
-