From the course: Substance Painter: Petrol Pump Game Asset

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Using the ID channel pass to mask the group

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…

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