In this video, we model a simple plank of wood, UV unwrap it and apply a wood texture in both Substance Painter and in Blender. It's a very easy process with no "bells or whistles" but it's important to note a few things along the way. First, by default Blender creates a UV map for your object but it isn't a very practical UV map. If you were to simply export your model from Blender and bring it into Substance Painter and apply a texture (say, a Smart Material), chances are it won't look good. So instead, you need to UV unwrap each object (in this case, one plank of wood) yourself. UV unwrapping can be a very complex process but for a piece of wood like this, it is very easy to do. When you do that and then export your object as an FBX and apply a texture in Substance Painter, you have a much better chance of it looking good. However, if it doesn't look good (or right) in Substance Painter, don't get frustrated just yet. There are a few things you need to think about that can fix it. Remember to edit your objects in Blender in EDIT MODE and not in OBJECT MODE. Unless you intend to apply transformations (Ctrl-a and apply rotation and scale), it is best to edit in edit mode. Also, make sure all of your polys are facing outwards. If they aren't, when you open the FBX in Substance Painter, part of your model may be "invisible". If that happens, it is a sign that some of your polys are not facing outwards. Go back into Blender and open the Overlays menu and choose "face orientation". If anything is red that should be facing outwards, that is a problem. Select those faces or select the entire model and press ctrl-n and recalculate outside and check that everything is blue. Now, if your texture still doesn't look good in Substance Painter (I mean, if something looks WRONG, not just you're not happy with the overall texture), then go back into Blender and UV unwrap it differently. Try "Smart UV project", export the FBX and try again in Substance Painter. If that doesn't look good, try "Cube Projection". If that's not it, try putting seams in different places and unwrapping. Just keep doing it, watch some tutorials and keep practicing. Eventually, you will get it to look fine. And another thing to note about Substance Painter ... sometimes with a not-so-great unwrap, a Smart Material will look WORSE than a regular material. So if you try a Smart Material and it doesn't look that great, try a regular material before you give up. I will have more to say about uv unwrapping, texturing in Substance Painter and texturing in Blender in future videos so keep your head up, keep things simple at first (make some crates and tables and walls) and come on back for more of these tutorials. Good luck! ********** Watch my series of BLENDER BEGINNER videos: Part 1: https://youtu.be/Di0SepLikxA Part 2: https://youtu.be/LGztu1ZFxhU Part 3: https://youtu.be/vNDMDtgSXTs Part 4: https://youtu.be/JN0pL271mcA Part 5: Coming soon #blenderbeginner #blendertips #blendermodeling
In this video, we model a simple plank of wood, UV unwrap it and apply a wood texture in both Substance Painter and in Blender. It's a very easy process with no "bells or whistles" but it's important to note a few things along the way. First, by default Blender creates a UV map for your object but it isn't a very practical UV map. If you were to simply export your model from Blender and bring it into Substance Painter and apply a texture (say, a Smart Material), chances are it won't look good. So instead, you need to UV unwrap each object (in this case, one plank of wood) yourself. UV unwrapping can be a very complex process but for a piece of wood like this, it is very easy to do. When you do that and then export your object as an FBX and apply a texture in Substance Painter, you have a much better chance of it looking good. However, if it doesn't look good (or right) in Substance Painter, don't get frustrated just yet. There are a few things you need to think about that can fix it. Remember to edit your objects in Blender in EDIT MODE and not in OBJECT MODE. Unless you intend to apply transformations (Ctrl-a and apply rotation and scale), it is best to edit in edit mode. Also, make sure all of your polys are facing outwards. If they aren't, when you open the FBX in Substance Painter, part of your model may be "invisible". If that happens, it is a sign that some of your polys are not facing outwards. Go back into Blender and open the Overlays menu and choose "face orientation". If anything is red that should be facing outwards, that is a problem. Select those faces or select the entire model and press ctrl-n and recalculate outside and check that everything is blue. Now, if your texture still doesn't look good in Substance Painter (I mean, if something looks WRONG, not just you're not happy with the overall texture), then go back into Blender and UV unwrap it differently. Try "Smart UV project", export the FBX and try again in Substance Painter. If that doesn't look good, try "Cube Projection". If that's not it, try putting seams in different places and unwrapping. Just keep doing it, watch some tutorials and keep practicing. Eventually, you will get it to look fine. And another thing to note about Substance Painter ... sometimes with a not-so-great unwrap, a Smart Material will look WORSE than a regular material. So if you try a Smart Material and it doesn't look that great, try a regular material before you give up. I will have more to say about uv unwrapping, texturing in Substance Painter and texturing in Blender in future videos so keep your head up, keep things simple at first (make some crates and tables and walls) and come on back for more of these tutorials. Good luck! ********** Watch my series of BLENDER BEGINNER videos: Part 1: https://youtu.be/Di0SepLikxA Part 2: https://youtu.be/LGztu1ZFxhU Part 3: https://youtu.be/vNDMDtgSXTs Part 4: https://youtu.be/JN0pL271mcA Part 5: Coming soon #blenderbeginner #blendertips #blendermodeling