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Unleashing Creativity with Substance Painter


Join us in today's video as we explore Meat Matt, a contest in Substance Painter where thousands of artists compete to create the most creative Matt Mascot.

We'll take a close look at the winning entry and demonstrate the process of texturing the head, body, and base separately.

Get ready to dive into the world of Substance Painter and unleash your artistic skills!




Watch the YouTube Video here CLICK ME




- Workflow

  • The MeetMat model is a sample you can find inside your Substance Painter.

  • To open it go into the File tab and click on Open Samples.

  • It will open up a new folder window and you can see the different samples Substance Painted has to offer, one of them being the MeetMat that we’ll be working on in today’s class.

  • The model is already baked, you can check this by going into the texture set settings and see if there are any maps present like the normal, alpha, id map and etc.



- Set up Viewport

  • Before texturing we can set up our viewport like in the previous class, it isn’t mandatory but you will get a better view of how the model will look like when it’s rendered.




- Texture sets

  • The MeetMat comes with 3 texture sets, head, body, and base.

  • You can hide them if any of the parts are in the way of texturing.

  • It will also be more convenient for us when texturing the model without having to worry about texturing parts we don’t want to.


  • We’ll follow the reference for today’s class which is a Bullet Head MeetMat that was in one of the competitions for Substance Painter.

  • Since the head is golden we can start with a gold smart material and work our way from there.



  • The gold color isn’t the same as the references so to fix that we can change the base color of the smart material inside the folder to a more bright and saturated gold.



  • The scratch textures in the smart material also don’t fit with the reference image, so we’ll delete most of the texture layers and make our own.



  • We’ll start off by making a new Fill Layer with only the roughness channel on.

  • In the library we’ll drag and drop a scratch texture inside the channel.



  • We don’t want our roughness to be so intense, to fix this issue we first need to switch the Layer Mode from Base Color to Roughness Once we do that we can't now lower the layer opacity and it will lower down the intensity of the texture.

  • Now our scratches will be more subtle.



  • We can add more textures inside the same layer we are working on by enabling the height channel and dragging and dropping a different scratch texture inside.

  • Just like before to lower down the intensity of the height channel we need to switch to Heigh mode on our layer and lower down the layer opacity.



  • Now that we’re done with our first layer we can move on and make a new fill layer on top.

  • Same as before we’ll only have the roughness channel turned on and drag and drop a scratch texture.



  • We’ll also lower the Heigh Opacity on the layer like before.



  • The base of the head is almost done, we just need to make the front circle of the head a lighter gold, to do that we can drag and drop the same smart material and it will create a new layer.

  • We’ll add a black mask on the entire group, using the Polygon Fill with the UV Chunk Fill select only the front circle of the face.



  • We want the color to be a bit brighter and less saturated, again we can change this inside the base color of the smart material.


  • For our next step, we want to add in some dirt spots on the head.

  • We’ll add a fill layer on top of the smart materials and choose a dirt color.



  • On the fill layer will add a black mask and a dirt generator.

  • From there can change some values inside the dirt generator to get the desired look we want.




  • We can move on to adding some of the height and normal details as we did in the previous class with the Spiderbot.

  • Group up all of the layers and name the group Fill, you can name it whatever else you want that is more convenient to you.




  • On top of the group, we’ll make paint layers to add the details.

  • The first paint layer will have only the color and height turned on to create the dot in the center of the head.

  • To help us make it as symmetrical as possible we can activate the symmetry and try our best to put the dot in the center.

  • To make your dot sharper on the edges you need to harden your brush by holding down Ctrl and by holding the right click and sliding your mouse up it will harden the brush.



  • Now that we added our first height detail we can either make a new paint layer with just the normal channel on or work on the same paint layer but disable the base and height channels.

  • In this class the instructor adds the normal details using the same paint layer he added the heights.

  • They turn off the previous channels and only have the normal channel enabled.



  • If the light is too bright we can always adjust it in the Display Settings and lower down the Environment Exposure.



  • With only the normal channel turned on you can drag and drop a normal texture inside the channel and stamp them onto the face of the character.

  • For the letters and numbers, we’ll make a new paint layer with the base color, metallic and height map on.

  • For the base color we’ll choose a darker yellow color.


  • We can change the Alpha of the brush by clicking on it and selecting a different one. In this class, we’ll be using the font.



  • Once we selected the Font Alpha there will be a text box in the settings where we can write anything in it.

  • We’ll stamp every number and letter one by one since we can’t curve the text to fit the reference image.

  • To rotate your brush hold Ctrl and Left click then move up and down.

  • Instead of repeating the numbers and letters twice we can turn on the symmetry and set it to Radical Symmetry with only 2 counts on.

  • The Radical symmetry needs to be moved on the center of the head so it mirrors our letters following the reference image.

  • To move the symmetry click Q on your keyboard and simply move the dot to the center of the head.


  • To add the stars on the side we can change the Alpha again and choose a star.



  • We’re fully done with the head and can move on with the body.

  • Select the body texture set and add a plastic material on it.



  • We’ll change the base color a bit to a more saturated red.



  • To create the stripes we can make a new Fill Layer with only the height channel on.

  • In the Library, we can look up some stripe textures and drag on inside of our channel.



  • To adjust the stripes we can fix up the Rotation and the Tiling.


  • We don’t want the stripes to be too harsh, to fix this we can lower the Height Opacity on the layer.



  • We’ll go ahead and group up the Smart Material and the Fill Layer together.


  • Above it we’ll make a paint layer with only the color channel turned on.

  • We’ll change the Alpha to a font again and start stamping in the words and numbers on our model from the back and front.


  • If the text is too intense we can always lower down the layer opacity.


  • To add some interesting effects on the writing we can add a white mask to the paint layer and a dirt generator to it.


  • Fix up the values in the dirt generator to match the reference.

  • In the end, we’ll lower the generator’s opacity.



  • Going back inside the Fills Folder we’ll make a new Fill Layer with only color and roughness on.

  • We’ll add a white mask to the layer and add the dirt generator.

  • Just like before we need to fix up the dirt values to get our desired effect.



  • We can adjust the roughness so the model doesn’t look shiny.



  • For the Base, we will just add a simple Steel Material.





🟩AND THIS IS THE FINAL RENDER 🟩






Watch the YouTube Video here CLICK ME






Advanced knowledge is NOT REQUIRED and the event is FREE.


💻 WHERE? - online and live at the M3DS Academy of Visual Arts.


WHEN? - you choose a day, from June 15 to July 6, 2023 The final award ceremony will be held on July 7, 2023.


💡WHY? - Each participant receives a free course in the Unreal Engine Program - Each participant receives an international certificate of participation. - Each participant receives a discount for enrollment in the M3DS Academy.






Watch the YouTube Video here CLICK ME




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