Texture Faster with Vertex Colors | Blender and Substance Painter
Vložit
- čas přidán 25. 07. 2024
- Welcome to my tutorial on how to use Vertex Colors in Blender 3D to optimize your texturing workflow in Substance Painter! In this video, I'll be showing you step-by-step how to create and apply Vertex Colors to your 3D models to improve your texturing workflow.
By using Vertex Colors, you'll be able to easily define different areas of your model for texturing, without having to create multiple texture maps. This will not only save you time, but also optimize your workflow, allowing you to focus on creating high-quality textures in Substance Painter.
In this tutorial, I'll cover everything you need to know to get started with Vertex Colors in Blender, including:
Creating and assigning Vertex Colors to your model
Editing Vertex Colors in Vertex Paint mode
Exporting your model with Vertex Colors to Substance Painter
I'll also provide some tips and tricks along the way to help you get the most out of Vertex Colors and Substance Painter.
If you're new to Blender or Substance Painter, don't worry! This tutorial is beginner-friendly and assumes no prior knowledge of either software. By the end of this video, you'll have the skills and knowledge you need to start using Vertex Colors in Blender 3D and improve your texturing workflow in Substance Painter.
So, whether you're a 3D artist looking to optimize your workflow, or a beginner looking to learn more about Vertex Colors, this tutorial is for you! Be sure to like and subscribe for more 3D modeling and texturing tutorials, and leave a comment if you have any questions or feedback. Thanks for watching!
-----------------------------------------------------------------------------
Textools Link:
github.com/SavMartin/TexTools... - Jak na to + styl
I can't figure out why it's not working for me. In Substance Painter after baking, when I try to pick color for a mask, all my mesh is white. I assume, Blender might not pass ID maps info correctly? I checked everything twice, and still can't figure out what's wrong.
UPD. I just figured out what caused the problem. With my model in Blender selected, I went to DATA -> COLOR ATTRIBUTES, and there must be only TexTools_colorID. There was another attribute first which apparently served as color map instead. After that I re-exported fbx and it works fine now!
Glad it worked out! Pinning this comment for anyone who has the same issue.
thankyou so much for posting that with the update
I think this is what happened to me too.
CZcams just sugessted this video. And this is life saver! Thank you very much!
I'm so glad it helped! Reach out with any other topics I can tackle.
Wow, finally better integration between Blender and Substance. Great video.
Thank you! Let me know what other tutorials would be helpful!
thank you sir. i will try it
I found this technique really great with modeler -> painter direct workflow, very handy indeed 👍
Thank you! Glad it was helpful!
i wish you best broziyer,ty
thanks!
Thank you 👍 And also, i saw that, on Adobe Substance, onse baked like you did, when you drag a Material on the object, old the Ctrl key and like that you can directly put it on the vertex color you want.
Great tip! thanks for the kind comment:)
@@GhostStudiosAnimation You are welcome . 👍
good tutorial man, concise and helpful
Thank You!
Great video, keep up the good work :)
Thanks my man!
Thanks a lot!
No problem!
Good and simple.
Thank you sir!
wow its like i magic!
Glad it worked out well!
Subscribed
Thank you:)
What advantages does this have over assigning different materials to different faces in blender?
Obrigado pelo tutorial, difícil de achar essa integração de Blender e Substance no CZcams.
sem problemas
You can also bake ID Map directly in Blender. Not in Substance Painter.
1) After you selected "Vertex Mode" and assigned your Vertex Colors, make sure that your model doesn't have any materials
2) Also make sure that Color Attributes of your model ((In "Object Data Properties") has active slot with TexTools color ID
3) Select "Material ID" in TexTools -> Bake!
OR
if you want to bake ID Map and don't want to remove a material from your mesh.
3) Go to Shader Editor
4) Add node "Color Attribute" ("Vertex Attribute") in Base Color slot of your Shader
3) Bake "Base Color" or "Diffuse"!
Maybe there are other ways to bake ID Map by TexTools in Blender. So if you know how, please inform.
That’s good information for people who don’t use substance painter! I find the substance painter workflow easier and more intuitive, but I know not everyone has access to it.
Great tutorial! Btw does the color vertex section in textool addon has only 5 colors? What if i have a 5+ objects am i allowed to add more color on that addon?
You should be able to add more colors from a dropdown on that panel!
My question is, to export the maps from Substance Painter following along. I get a map for each vertex color. Do you know which export method gives me the, hmm. Just doesn't do that? So I can just CTRL-SHIFT-T on the Principled BDSF back in blender?
how do you find the vertex color setting in the newest version of substance painter?
You should just need to find the "ID" tab in your bake mesh map dialogue box. It's set to "material" by default. You need to switch it to "Vertex Color"
Newbie here, so if I did understand you right, your method makes UV-Unwrapping with Cube Checker Maps obsolete, right? Normally I would mark seams, unwrap and look how it looks, but with your method we are basically seperating the different areas by the colorized areas. I am using Textools for 2 days but not one tutorial showed that method, I am speechless.
@emrearslan9572 Sorry for the late reply. To answer your question, it doesn't make UV unwrapping obsolete. It just makes the process of texturing a UV unwrapped model a lot easier and streamlined in substance painter. Hope that helps!
I don't know what I'm doing wrong: after baking in substance painter, and I want to select a color, my whole model is a neon green. (This is not how I colored it in blender) Can anyone help?
Curious why would you do that, instead of separating the materials?
@alexanderhandjiev2845, Good question. A lot of it has to do with performance. This produces 1 PBR texture whereas if I did multiple materials I'd have around 8. If this was in a complex scene and had 8 PBR textures it would slow down the render time tremendously. It's also quicker to texture when you're working on one material instead of 8 smaller pieces.
my substance painter cannot bake the color id, it gives this error; Could not find vertex colors in mesh. Can anyone help?
The most likely reason is that in textools you're adding material colors instead of vertex colors. It's set to material colors by default. I'd give those settings a look first. Reach out if it still isn't working.
hi, i imported my model in substance but its full of artifacts and a warnings says that mesh normals are invalid.
Likely, your normals aren't aligned correctly. If you go into normal view, you. should see your normals all appearing as blue
I've downloaded the zip file but while adding the plugin to blender there is no file named uv textool ?
@jewelben6865, Can you be a little more specific? Are you able to install it but not enable it, or are you just not able to find the file when you browse for it. Make sure you don't unzip the file before installing it.
Hello, any idea why Painter won't read my vertex colors? I did exactly what you suggested in the video, I searched the internet, but all I found is that I should have a high poly mesh, which in your case wasn't necessary. Thanks
It's a little hard to say without the file. On Textools do you have the material dropdown selected instead of the vertex dropdown selected?
Hey, thanks for getting back to me! I have the vertex dropdown selected. I tested with other models and it works, it was something to do with my mesh, don't know what. I had to re-do it. Thanks again@@GhostStudiosAnimation
@@momosietube Sometimes 3d programs are just annoying that way🙄haha. glad you got it figured out!
All great, nice tuts, but overall, this kind of workflow, is only needed with BIG models with a LOT of materials, for tiny objects with not that many materials, using the UV tool, or the geometry selection tool, works like a charm. And if you don't like it to be the same color as the other with the same material, you can just deselect it, and make a new one ;)
Thanks for the nice comment! Definitely a million ways to skin a cat. I really like this technique for various-sized models because it helps me visually plan how I'm going to texture everything.
You're limited by the UVs of your low poly if you do this. By BAKING vertex color you can get selections from a high poly into a low poly, and get selections that would take way longer to hand paint, and are impossible to UV mask
@@unclejacksimulations9423 Indeed, all depends on the model, but if the material is 1 per base model, it's just 1 more thing to do. If you are doing 3 HP Models to 1 LowPoly, all 3 with different material, indeed it is better to bake the ID per Model :). Different workflows
Do you need to UV Unwrap?
Yes, unwrapping is the first step!
I keep getting the warning "Could not find vertex colors in mesh." when trying to bake an ID map. Do you know what could be causing this? I've tried for hours now and it just won't work.
I'd start by making sure textools is set to vertex color and not material. By default, it's set to material.
@@GhostStudiosAnimation Alright I found the issue, there were 2 different attributes in the color attribute section, my bad.
@@TheMainDane No worries! I make those mistakes all the time lol
you cant merge all your highs to one object esp if your baking...that will mess up you high lows matching. dont ctrl j the model together.
Hey! I don’t totally get what point you’re making. What do you mean by highs and lows?
@@GhostStudiosAnimation The Bake Maps section has a high poly bake to the initial FBX. In the example he just baked onto the imported FBX and didn't high poly bake. There are more than one way to bake a model. So. In a way you're both right but, about different ways of doing the same thing.