🟩 Learn how to create stylized materials in this class, starting with stylized wood and progressing to stylized rock, metal, and glowing stone.
🟩 Follow step-by-step instructions to add fills, generators, masks, filters, and textures to achieve desired effects.
🟩 Organize and customize the materials to your liking.
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In today’s class, we’ll be using the JadeToad sample from substance painter to make our stylized materials.
To import the sample go into File and click Open Samples, from there select the JadeToad Substance File.
We’ll delete all the layers and reset our Display settings.
We’re going to turn off the Shadows and pick the Studio 02 Environment Map.
After that, we’re going to turn off Post Effects as well as Anti-Aliasing and Subsurface Scattering.
Now we can see the raw colors without any effects on them to get a clear view of how things are going to turn out.
- Stylized Wood
We’ll start off by making a Fill Layer with a brown color and increasing the roughness all the way up to one.
You can also disable any other channel you are not using.
This will be our Base color layer and we won’t add anything to it.
The next Fill Layer is going to be a more saturated color that we used for the base and slightly lighter.
It will also only have the color channel turned on.
On top, we’ll add a black mask and a generator.
For the generator, we’ll select the mask editor.
Inside there are many adjustments you can make to get the desired effect.
The third fill layer is going to be a brighter brown color that also has only a color channel.
We’ll add a black mask and the same mask editor generator we used for the previous layer.
Next up we’ll add some more shadows onto our model by making a new fill layer with only a color channel, adding a black mask on top and a generator.
On the generator, we’ll add the Ambient Occlusion.
Inside the generator don’t forget to set the Inverse to True.
Above the fill layer, we’ll make a new one choosing a darker brown color with only the color channel turned on, and add a fill layer with a dirt generator.
Next up is making the stripes of the wood.
Make a new fill layer with only the color channel on and add a black mask with a Fill.
In the grayscale type in Spots and choose the Grunge Spots texture.
Change the Projection to a Tri-planar projection.
To turn the spots into stripes we can add a filter on the same fill layer and blur them at an angle.
We’ll be using the Blur Directional Filter and adjusting the settings to get our desired effect.
We can see that there aren’t enough stripes, to fix that we can go back into the Fill and change the tiling of the spots.
Once we are satisfied we can finally change the base color to something more appropriate.
Above the Base Color Fill Layer we made at the beginning we’ll make a new one, the base color is going to be a very light brown.
On the layer, we’ll add a black mask and a generator with the 3D Linear Gradient.
There will be two sliders you can adjust to get a nice bright gradient coming from above the JadeToad.
If the color is too bright you can lower down the layer opacity.
The last thing we’re going to add is a Baked Light filter on top.
This will make our texture look semi-rendered. We’ll make a new fill layer above all the layers with only the color channel turned on and directly on the layer, we’ll add a filter.
In the Filters, we’ll search for Baked Light and select Stylized Baked Light.
To fix up the layer we need to change the layer type from normal to Soft Light.
After we are done we can group up all the layers and name it Stylized Wood.
- Stylized Rock
We can hide our previous group and make a new fill layer for our next texture.
The first fill layer is always going to be the base color of the texture.
It will only have the color and roughness channel on and the roughness is going to be increased all the way up to 1.
Just like before with the wood we’ll add a fill layer with just the color channel and choose a lighter color than the first, adding a black mask and a masked editor generator.
In between the new layers will make another fill layer (with only the color channel on) with an even brighter color. We’ll be adding a black mask and a 3D Gradient generator.
The next fill layer is going to be on top of all the existing ones with only the color channel on. We’ll add a black mask and a Mask Editor Generator. This time the invert will be set to True.
We’ll also change the Layer from Normal to Overlay.
The instructor starts off with a red color but then switches it to blue.
We’ll add another fill layer with a black mask and a dirt generator.
The instructor starts with a red color but then switches to a darker blue.
Make a new fill layer with only the color channel on and on top of the layer add a filter with the Stylized Baked light.
At the end switch the layer from Normal to Soft Light and lower down the layer opacity.
On top of this layer, we’ll add a fill layer with only the height turned on.
The instructor also has the color channel on but it isn’t needed and it will be turned off at the end.
In this layer, we’ll add a stone texture to our height channel.
To make it less intense we’ll adjust the Balance value and afterwards add a Height Adjuster on the layer through the Filter.
When you’re done group up the layers and name it Stylized Rock.
- Stylized Steel
The next material is going to be Stylized Steel.
Make a new fill layer with a steel color.
We don’t want our metal to be extremely shiny so we’ll adjust the roughness and metallic values inside the layer.
Make a second fill layer with a lighter color used than before. We’ll also change the values on the channels here as well.
On the same layer, we’ll add a black mask and a Mask Editor generator.
The last fill layer we’ll add is going to be a dark blue color with adjusted channel values.
On the same layer, we’ll add a black mask and a dirt generator.
After we’re done group up the layers and name the group Stylized Steel.
- Stylized Glowstone
We’ll start with a Fill layer with only the color and roughness channel turned on.
In the roughness channel, we’ll be adding a texture map to get an interesting effect.
On the next layer, we’ll only have the Emissive channel on.
To Enable the emissive channel we need to go into texture set settings, click on the plus next to the Channels, and add in the Emissive.
Now all your layers should have the Emissive channel.
On the same layer, we’ll add a black mask with a Mask Editor generator.
In the Display settings, we can turn on the Active Post effects so we can see the emissive channel properly.
In the Shader Settings, we can control the Emissive Intensity.
After we are done group the layers and name the group Stylized Glowstone.