another thing i suggest, use the grunge scratches in height and rough for more realistic worn type glass. you can also add in finger and hand prints for even more realism
I normally export the opacity map as black and white (there are also grays but I mean as having the whole range from 0 to 1), and then in UE4 plug it into a lerp node so you can remap the Opacity min and Opacity max. hope it helps
@@Marcryzk1 lerp node has 3 inputs, A, B, and alpha. Connect the texture to the Alpha input (any of the R Go or B channel). Then create two scalar parameter, connect one to the input A and that will be Roughness min, and the other to B, Roughness max.
@@asr59 So, the texture that I'm connecting to alpha is the opacity mask right? And then what do you set your opacity min and max to? And does all of that connect to the opacity input of the material
@@Marcryzk1 min to 0 and max to 1 by default. Then in the material instance tweak the min value to play with how transparent you want the material to be (0 being completely transparent and therefore invisible)
Thank you so much for your videos they have been instrumental to me, there are precious few resources on youtube that cover intermediate to more advanced game art concepts.
I would love to see a tutorial about improving the glass reflections and roughness. I'm not very happy with the look of my dirty glass in unreal straight out of substance painter
Timestamps : 0:00 - Setting up the glass on your model 2:15 - Setting up Glass in Substance Painter 7:44 - Painting in and layering up the dirt 30:35 - Exporting your maps 31:34 - Setting up in Marmoset Toolbag 35:57 - Setting up in UE4 40:24 - The problem with mirrored UV's
hi,when the blend mode is transluent and lighting mode is surface forwardShading in my material,then I turn on oveerview mode,the roghness and metalic channel are both still black,This should mean that these two channels and maps do not work. The glass effect of UE4 cannot feel the delicacy of rough map and metal map, which is much worse than that of Substance Painter and Toolbag. Does UE4 glass not support rough mapping and metal mapping at all?
@@yantingye1677 I'm not sure about the issue you are having, but UE4 does support metalrough with glass, its with the metal that you can get more realistic looking glass, this image might help you a little tinyurl.com/UEGlass
Hey RobotArmy, is there a way to reach out to you? We replied several months ago but I had some questions on online marketplace and if you've got experience in selling 3d models. Thanks!
If you go here - substance3d.adobe.com/community-assets/ you can find all sorts to download for painter - but in the top right you can access the old site, there is a smart masks category to the left, sun fade is in there. It's a great resource for free assets.
I'm a beginner with all this stuff and I'm bit confused by the marmoset toolbag bit. What was the point of importing everything into there? It didn't look like you ever exported it from there and if it was just to make a nice looking render of it, can't that be done in the 3D modelling software you started with (Maya/Blender) just with the new textures from substance painter applied?
Marmoset toolbag is just a very popular choice for rendering game assets for portfolio, it simulates the type of rendering from an engine and is really easy to use and tweak, it also has brilliant art tools now. But yeah, using something like ue4/5 would be just as effective if a little harder and more technical to get the same quality levels.
I use unified mesh. Masked for my part of the mesh for opacity. It's not "opacity" slot in the main material but "masked". One video said I can't reach 0.5 dirt value opacity effect by using masked, but "1" or zero only! I tried something like Dither parameter on the main mesh but it sucks. How to resolve the case of dirty part with opacity for the unified mesh?
Yes, I need to look into making better flat surfacer glass and reflections - UE4 does support planar, you need to activate it, maybe take a look and see if you can use them to get a nice glass result -docs.unrealengine.com/4.27/en-US/BuildingWorlds/LightingAndShadows/PlanarReflections/
Any idea how to export the alpha for Cut-out in marmoset? I exported alpha as gray channel but the cut out alpha simply does not work in marmoset. I made a plane under my model with hidden geometry but the painted areas don't get effected by the opacity map. I have a choice of fully visible or fully hidden..
Opacity Map Export video - czcams.com/video/Bu37QdrSzAI/video.html
Wow, more than Substance Painter, I got hooked and realized power of Marmoset. That's is something
another thing i suggest, use the grunge scratches in height and rough for more realistic worn type glass. you can also add in finger and hand prints for even more realism
I normally export the opacity map as black and white (there are also grays but I mean as having the whole range from 0 to 1), and then in UE4 plug it into a lerp node so you can remap the Opacity min and Opacity max. hope it helps
Can you please specify.. What are the steps? What am I connecting the lerp node to?
@@Marcryzk1 lerp node has 3 inputs, A, B, and alpha. Connect the texture to the Alpha input (any of the R Go or B channel). Then create two scalar parameter, connect one to the input A and that will be Roughness min, and the other to B, Roughness max.
@@asr59 So, the texture that I'm connecting to alpha is the opacity mask right? And then what do you set your opacity min and max to? And does all of that connect to the opacity input of the material
@@Marcryzk1 min to 0 and max to 1 by default. Then in the material instance tweak the min value to play with how transparent you want the material to be (0 being completely transparent and therefore invisible)
@@asr59 Got it, thanks!
Thank you so much for your videos they have been instrumental to me, there are precious few resources on youtube that cover intermediate to more advanced game art concepts.
That's great to hear, I'm glad it's of benefit! 🙂
Why my good sir!! You had no idea how long have I being looking for this guide!! Thank you so much!!!!!
I have been using Substance wrong for quite a while, Thank you for the knowledge!
Happy to help!
I don't think you need to wait for the post apocalypse before British bus shelters look like that.
Thank you! This video is the best I can find for textured glass, thanks for all the variations, your'e an excellent teacher.
Glad it was helpful!
I would love to see a tutorial about improving the glass reflections and roughness. I'm not very happy with the look of my dirty glass in unreal straight out of substance painter
This is some ASMR level tutorial.
LOL, Niche video category 😂
Timestamps :
0:00 - Setting up the glass on your model
2:15 - Setting up Glass in Substance Painter
7:44 - Painting in and layering up the dirt
30:35 - Exporting your maps
31:34 - Setting up in Marmoset Toolbag
35:57 - Setting up in UE4
40:24 - The problem with mirrored UV's
thank you so mcuh,now I know why my glass material do not have roughness and metailc and normal node ,谢谢
hi,when the blend mode is transluent and lighting mode is surface forwardShading in my material,then I turn on oveerview mode,the roghness and metalic channel are both still black,This should mean that these two channels and maps do not work.
The glass effect of UE4 cannot feel the delicacy of rough map and metal map, which is much worse than that of Substance Painter and Toolbag. Does UE4 glass not support rough mapping and metal mapping at all?
@@yantingye1677 I'm not sure about the issue you are having, but UE4 does support metalrough with glass, its with the metal that you can get more realistic looking glass, this image might help you a little tinyurl.com/UEGlass
Make sure your AORM map is not set to sRGB in its image properties inside of unreal engine.
way to go man i was waiting u to show something like that ....u r a mind reader
Thanks! There isn't really much on glass on youtube, I hope to add another video on how to set up a better shader in UE4 in future 👍
Very useful, very important tutorial.
Glad you think so!
Very much appreciated tutorial!
Very beautiful work
Thanks! 🤘
thank you for such tutorial you earn my like and respect
Thanks for liking
Hello! I was wondering, maybe you could make a TRIM sheet tutorial for stylized art? Would be really helpful to see the full workflow! :)
I have a very long trimsheet tutorial for my students and I am planning on making a new one for youtube 👍
hi man we miss you
👍
@@RobotArmy3D 👌
Great tutorial. Thanks!
Glad you enjoyed it!
The video is great! thank you for this :)
Thank you, glad it helps 👍
Thank You
Such a good tutorial
Thank you! 🤘
looking awesome!
Thanks!
Thank you!
You're welcome!
How do I add an opacity map to the Unreal engine packed export textures, you said you will link in comments but I don't see that?
Sorry bud, its in my channel, opacity export.
how would you export this to arnold in maya
Cool tutorial!
Hey RobotArmy, is there a way to reach out to you? We replied several months ago but I had some questions on online marketplace and if you've got experience in selling 3d models. Thanks!
i dont have the sun fade mask can you tell me where can i download them
If you go here - substance3d.adobe.com/community-assets/ you can find all sorts to download for painter - but in the top right you can access the old site, there is a smart masks category to the left, sun fade is in there. It's a great resource for free assets.
I'm a beginner with all this stuff and I'm bit confused by the marmoset toolbag bit. What was the point of importing everything into there? It didn't look like you ever exported it from there and if it was just to make a nice looking render of it, can't that be done in the 3D modelling software you started with (Maya/Blender) just with the new textures from substance painter applied?
Marmoset toolbag is just a very popular choice for rendering game assets for portfolio, it simulates the type of rendering from an engine and is really easy to use and tweak, it also has brilliant art tools now. But yeah, using something like ue4/5 would be just as effective if a little harder and more technical to get the same quality levels.
@@RobotArmy3D ahh ok so it was just an optional extra rather than part of the workflow if you're going straight to UE4 for a game asset. Thanks
I use unified mesh. Masked for my part of the mesh for opacity. It's not "opacity" slot in the main material but "masked". One video said I can't reach 0.5 dirt value opacity effect by using masked, but "1" or zero only! I tried something like Dither parameter on the main mesh but it sucks. How to resolve the case of dirty part with opacity for the unified mesh?
thank you😊
Why everyone hates iray inside painter so much? Its so powerful when you set it up properly.
its great for quick renders, the lack of lights is a pain. if you want anything more specific then you will need to use other software.
May I ask why all the models become transparent after the material is applied, and the base color is also wrong, and some models disappear😭😭
I promise I followed the video steps. I don't know what went wrong
Where can i find sun fade Oo
where can I get the sun fade smart mask?
hey ! Really cool videos, are you planning to make a discord ?
Eventually, maybe. I think my channel is still to small right now. Thanks!
Someone knows how to connect Opacity from Substance Painter to Arnold Cinema 4d?
Or Arnold Maya, my glass doesn't look as good as the inbuilt Maya version
UE4 needs some Planar Reflections, couldnt gives any good reflections.
Yes, I need to look into making better flat surfacer glass and reflections - UE4 does support planar, you need to activate it, maybe take a look and see if you can use them to get a nice glass result -docs.unrealengine.com/4.27/en-US/BuildingWorlds/LightingAndShadows/PlanarReflections/
@@RobotArmy3D Yes, of course.
alguma chance de compartilhar esta cena?
Sorry I don't have this scene any more
hey how is the shader complexity?
I can't remember but id imagine it's not too bad as it's pretty simple compared to a lot of other materials that are comonly used.
Qr ki6u tutorial di jiya sir.
Any idea how to export the alpha for Cut-out in marmoset? I exported alpha as gray channel but the cut out alpha simply does not work in marmoset. I made a plane under my model with hidden geometry but the painted areas don't get effected by the opacity map. I have a choice of fully visible or fully hidden..