Over-explained: How to Paint Normal Map Information in Substance 3D Painter

How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. This is very helpful for correcting baking mistakes or directly pasting new normal map information on top of your existing baked normal maps.
This tutorial assumes you have already baked mesh maps and you just want to edit your normal map inside of Substance 3D Painter instead of exporting to some 2d image editing program.

Пікірлер: 54

  • @danieleColomboChnl
    @danieleColomboChnl Жыл бұрын

    finally someone that is able to explain how to do this in a comprehensive manner, thanks!

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    I'm glad it was a useful resource for you, thank you!

  • @krispyjones8604
    @krispyjones86042 жыл бұрын

    Very helpful! I wish you had more tutorials because this was very well done with its clarity.

  • @overexplainedart

    @overexplainedart

    2 жыл бұрын

    Thanks! I just moved so I'm hoping to add more once things settle down for me.😄

  • @speckleBo
    @speckleBo Жыл бұрын

    Great Video! To anyone struggling with painting detail other than the mid-value of normal maps on DirectX projects: It seems like if you set up DirectX in your project, Substance doesn't update that for Paint Layers, so you end up painting OpenGL normal values. To fix that, add a levels to your paint layer and inverse the Green Channel. Good luck!

  • @overexplainedart

    @overexplainedart

    Жыл бұрын

    Great tip!

  • @eclipse.89

    @eclipse.89

    9 ай бұрын

    Thank you! It helped!

  • @BeanBoog
    @BeanBoog Жыл бұрын

    I have been looking for something like this EVERYWHERE. Thanks so much for this video! It's been super helpful!

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    I'm really glad it worked for you. Thanks!

  • @elevendaysgone104
    @elevendaysgone1044 ай бұрын

    This just helped me immensely. I was trying to figure out how to edit a normal map where i didnt need all the information and this is very effecient. Thank you so much! I have been trying to figure this out for a while!

  • @overexplainedart

    @overexplainedart

    Ай бұрын

    Glad it was helpful!

  • @pz8949
    @pz8949 Жыл бұрын

    Crazy good at teaching. Would love to see more videos.

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    Thanks a lot. That inspired me to make a new video just the other day. I appreciate it.

  • @Imickskrals
    @Imickskrals5 ай бұрын

    Thank you so much!

  • @user-ml6ie4kb1g
    @user-ml6ie4kb1g2 жыл бұрын

    Hi! You're adorable and it's useful tutorial !! Suddenly, I couldn't fix my issues with this method but I'm glad to meet this channel) Thank you!

  • @overexplainedart

    @overexplainedart

    2 жыл бұрын

    Thanks! What problem are you still having that you're trying to solve?

  • @Zzabin
    @Zzabin Жыл бұрын

    Nice and simple, very useuful, thanks a lot!

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    Glad it was useful!

  • @AM_3DARTIST
    @AM_3DARTIST2 жыл бұрын

    Thank you very much Joel

  • @overexplainedart

    @overexplainedart

    Жыл бұрын

    You're very welcome!

  • @ynnda6155
    @ynnda61555 ай бұрын

    Thanks man helped alot! I was just wondering how to do this.

  • @overexplainedart

    @overexplainedart

    Ай бұрын

    Glad it worked for you!

  • @daryazhurnakova8670
    @daryazhurnakova8670 Жыл бұрын

    Thanks for the tutorial🙂

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    No problem. 😊

  • @tanmoyguha5426
    @tanmoyguha5426 Жыл бұрын

    How to export the edited normal map?

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    The tool for that is "Export Textures". It can be found in the File menu. There is a process to it but you have to specify the texture set you want to use, pick (or create) a template for exporting with the correct file names. It's a great idea for a video that I should make.

  • @Tenchinu
    @Tenchinu2 жыл бұрын

    thank you very much! keep coming back to this vid every time I need a reminder. Do you have any advice on how to export the maps? you said that was a whole big thing... so now I'm a little stuck on how to take them out of Substance :(

  • @overexplainedart

    @overexplainedart

    2 жыл бұрын

    You export the textures you create in Substance Painter from the Export Textures panel (File > Export Textures or use hotkey CTRL + Shift + E). This panel is deserving of its own tutorial, but it consists of three main tabs -- Settings, Output Templates, and List of Exports. First let's focus on the 2nd tab, Output Templates: Think of this tab as walking up to the counter at McDonald's and ordering a meal. But instead of food, you are ordering custom-made textures. At McDonald', they output food. In Substance 3D Painter, it outputs textures. But we don't want just any textures. We want to custom order our textures so we only get the ingredients and properties we're interested in. So we need to: (1) Make a custom Preset Output Template. (2) Give that template instructions so it knows what textures we want. (3) Tell S3dP to *use* that new template you just made. This is how you do all that: 1. Make sure you have all the layers visible in your layer stack that contains your hand-painted normal information, and open the Export Textures panel. (File > Export Textures or use hotkey CTRL + Shift + E) 2. Click on the second tab, the Output Templates Tab. You will see it has five panes: Presets, Output Maps, Input Maps, Mesh Maps, and Converted Maps. 3. Under Presets is a long list of pre-made templates. We only want to export your hand-painted normal map, right? In that case, we make a new template. Click the "+" button to make a new output template. Give it a name so you can find it easily on the Presets list. 4. Give it a name -- let's call it "My Hand Painted Normal Map Template" 5. Select it and look in the Output Maps pane, and you'll see that there are no instructions in it. This is where you tell S3dP what textures you want, and how you want it. In this case, you want to output just that hand-painted normal texture. You can add as many other textures as you like here as a batch. But for now let's just focus on the one texture. 6. Next to Output Maps, you'll see "Create:" and several buttons to choose from. We want an RGB texture because normal textures use the red, green, and blue channels only. Click the RGB button (not the R+G+B or the RGB+A or any of the other ones) 7. It gives you a blank instruction. It has a text field that says "RGB", a $ symbol, and a gray square that says "RGB". Click in the text field and give your texture a custom name like "My hand painted normal map texture". 8. That gray box that says RGB is empty. You have to fill it with some specific texture or nothing will bake out. Remember this box, because in a moment, you're going to drag and drop something into it. Look at the three panes on the right: Input Maps, Mesh Maps, and Converted Maps. You need to click and drag some choice from here into your empty gray RGB box. It will export whatever you drop into it, no matter what you insert into that RGB box. So which one? All three panes have some kind of "Normal" option to choose from. In this case, look under Converted Maps and you'll see two "normal texture" choices -- Normal DirectX and Normal OpenGL. As far as I know, Unreal should use DirectX and Unity uses OpenGL. Substance 3D Painter by default renders DirectX. So click and drag that button into your empty RGB box. You will see it change color (it's green on my system) and there's now a little green box next to "Normal DirectX", indicating that I am already outputting that texture channel's information to an existing output on this template. 9. Now you have to go back up and click on the Export Textures > Settings tab. Under Global Settings, make sure to set the following parameters: * Make sure the texture goes to the output directory you want. * Choose the new output template you just made from the dropdown list, in this case, "My Hand Painted Normal Map Template" * Choose the size and other settings. 10. I highly recommend clicking the "Save Settings" button on the bottom right. Then reopen the Export Textures panel with CTRL + Shift + E. This simply saves all your settings tab info so you don't have to keep re-entering it every time. 11. Click "Export". Then watch as S3dP takes you to the LIST OF EXPORTS tab. It will show you a dialogue where it exports out your chosen texture. Go to that folder in your file browser and look at the output texture. Assuming you set it up right and don't have any layers hidden in your texture painting layer stack, the result should be your hand-painted normal map! It sounds like this would be a great subject for a follow-up video. I'll see about doing that sometime! Best of luck! Joel

  • @Tenchinu

    @Tenchinu

    Жыл бұрын

    @@overexplainedart thnk u very much for such a detail answer!!! I constantly come back to this tut... is just rly usefull. U were right. I do bang my head against my keyboard until I change my channel into 'Single Channel: Normal'

  • @sneox6846

    @sneox6846

    Жыл бұрын

    @@overexplainedart I use OpenGL for my project. However, exporting in both OpenGL and DirectX normal only result in the original normal map being exported, not my hand-painted one. With recent updates, did the method change? I tried all the 'normal' options in the 'ouput templates' panel.

  • @aydaryakup4540
    @aydaryakup4540 Жыл бұрын

    GREAT VIDEO

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    Thanks!

  • @lumineyrie1070
    @lumineyrie1070 Жыл бұрын

    Thank youuuu

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    No problem!

  • @JaySamurai79
    @JaySamurai7911 ай бұрын

    Great video. Just got a noob question about it though if anyone can help. If my model is of a face but i didn't create no surface detail on the face in zbrush. Could i then use this technique to create skin surface detail on the flat normal map in substance? Hopefully my question makes sense.

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    It's possible to paint bumps and depressions with this method, but the control will not be ideal or likely very difficult. I've always relied on baking sculpted geometry (a highpoly model) down onto a lowpoly model since it offers more tangible control. But there may be many useful techniques one could devise working directly on the normal map.

  • @r.k.8206
    @r.k.82062 жыл бұрын

    Not working for me. Checked twice. When i add a layer, add texture to the 'normal', my model curves looks a bit more strong but when i draw on it, its only clean one layer but not original. Ive checked everything with tutorial again and again

  • @overexplainedart

    @overexplainedart

    2 жыл бұрын

    I think that sounds like the Normal Mixing dropdown may not have been changed from "Combine" to "Replace". I just did a test on my computer to see if I get the results you describe. When I do not change Normal Mixing to "Replace", the details do suddenly become more intense like you're describing. Look at time index 3:05 to see how I do that. Also, make sure you create a fill layer, disable all other texture channels on it except for "nrm", and drop in your previously-baked normal mesh map (which you already either baked in Substance Painter or baked in another program and imported it). You'll see this drop-in slot location on time index 4:12 And remember -- you don't paint on this layer. You make *another* layer on top of this to do your painting on. And make certain that you change the texturing mode in the Layers panel from Base Color to Normal. I'm afraid I don't quite understand where you said, "its only clean one layer but not original". If you could provide more information that might help. Finally, make certain that in your 3d and 2d editing windows, the top right corner viewing mode is set to "Normal" which is found under "Single Channel". It sounds like you have already done that. But I'm just making sure.

  • @kimchimai2153
    @kimchimai21539 ай бұрын

    Hi there ! Thank you for this tutorial, it's really helpful :) I was wondering, could we paint the World space normal map the same way you painted your Tangent space normal map ?

  • @SirenRyan

    @SirenRyan

    9 ай бұрын

    Did you ever find the answer to this?

  • @kimchimai2153

    @kimchimai2153

    9 ай бұрын

    ​​@@SirenRyanwell, yeah, kind of? It's a bit tricky, I'll try to explain it the best I can :') so basically you import your mesh, bake your maps as usual except you wanna bake the world map if you wanna work on it. Then you want to add a new channel : click on the + inside the texture set settings tab --> user channel --> (pick anyone, it doesn' t matter) User0. Rename it as ObjectNormal and in the channel settings, change the color channel as the same one as the Normal channel (RGB16F). Create a fill layer, and activate Color and Object only. Click on Object, in the search bar type "Normal" and you should find the World map you baked. On the fill layer, create a paint layer. Same thing, activate Color and Object only. Thennnn you should be able to paint on both of them? So basically in the paint layer, the base color color can be brown and your ObjectNormal color can be green :] let me know if there is something you don't understand. It's just one way I found thanks to a friend, I don't know if there's another way to do it!

  • @tifannyhu2489

    @tifannyhu2489

    8 ай бұрын

    @@SirenRyanThe only way I found was to make a new channel (« user0 ») in the texture set settings, rename it however you like and add a fill layer with your WS normal map in the custom channel you made. Then you can add a paint layer and paint on it (with only the custom channel activated). When you’re done, you can export it as a separate texture map along with the usual maps (base color, roughness, etc.).

  • @SirenRyan

    @SirenRyan

    8 ай бұрын

    Thank you!!@@tifannyhu2489

  • @tifannyhu2489

    @tifannyhu2489

    8 ай бұрын

    @@SirenRyan Np!! I hope it helps :)

  • @Kokose
    @Kokose Жыл бұрын

    I don't have the colour space drop down in the resource window :x Any ideas where to find it?

  • @jimmyrietveldt5964

    @jimmyrietveldt5964

    11 ай бұрын

    in fill property's next to the word "MATERIAL" theres these 3 lines where you can turn on the color spaces

  • @LCURRY48
    @LCURRY487 ай бұрын

    Inhale…………exhale…………THANK YOU

  • @overexplainedart

    @overexplainedart

    5 ай бұрын

    Hehe... Glad I could help!

  • @Kevin-nq2uq
    @Kevin-nq2uq Жыл бұрын

    It doesn't work, if I switch from combine mode to replace mode my normal map disappears so I can't paint on it

  • @overexplainedart

    @overexplainedart

    Жыл бұрын

    If you go to around 3:45 time index in the video you'll see that's what happens to my model -- the normal map seems to disappear. Once you create a fill layer in the layer stack and drag your mesh's normal mesh map into the normal slot, and follow the rest of the instructions after that, the normal map should return.

  • @monke5198
    @monke5198 Жыл бұрын

    How do I add details instead?

  • @overexplainedart

    @overexplainedart

    Жыл бұрын

    To add details in Substance Painter it's a much simpler matter. If you look in your Asset Manager in S3dP and filter by selecting the Texture button (the button looks like a square woven mat) you will see a mixture of textures there. There are some that are light blue like the color of most (tangent space) normal maps. You can just drag and drop these directly onto your model (onto the currently selected texture set) and they work like a decal. Across the top of the 3d view you will see rotate, scale, and move tools you can select that allow you to transform and position the decal. These textures are just pre-rendered normal map decals. They include things like indented circles, buttons, and so on. They are created by baking high resolution details onto a flat plane and giving the results an alpha map mask which allows for transparency. This goes beyond what I can explain here, but I will add it to a list of topics to cover in future videos.

  • @boitahaki
    @boitahaki Жыл бұрын

    I thought this was impossible lol

  • @overexplainedart

    @overexplainedart

    Жыл бұрын

    Yeah it isn't exactly as simply implemented as just making a new layer in Photoshop. Hope it proved helpful.