II. Precautions: Non-Medical
- Not for Medical Care
- The author uses several software packages and programming languages to develop FPnotebook content
- For convenience, a dozen pages in FPNotebook are dedicated to quick notes on content creation
III. Technique: Hot Keys and Mouse
- Navigation (similar to Maya)
- Rotate (Alt-LMB)
- Pan (Alt-MMB)
- Zoom (Alt-RMB)
- Window Panes
- F1: Two Pane (left perspective, right UV)
- F2: Single Pane - Perspective
- F3: Single Pane - UV
- Texture Sets
- Select Texture Set (Ctrl-Alt-RMB Click on the object in the perspective)
- Isolate the current Texture Set (Alt-Q)
- Lighting
- Move the light source (Shift-RMB-Drag)
- Colors
- Color Picker (P)
- Channels
- Toggle on Channel and toggle off other channels (alt-LMB click channel)
- Brush
- Brush Heads-Up-Display (RMB Click)
- Select Brush Tool (1)
- Resize Brush (Ctrl-RMB-DragLR)
- Change Brush Hardness (Ctrl-RMB-DragUD)
- Change Brush Flow/Opacity (Ctrl-LMB-DragLR)
- Change Brush Rotation (Ctrl-LMB-DragUD)
- Symmetry (L)
- Lazy Mouse - Clean, Smooth Lines (D)
IV. Technique: Layers
- Blend Modes
- May be performed at a layer level (e.g. a single fill layer) or at a channel level (e.g. color channel for a layer)
- Paint Layer
- Allows for hand painting on layer
- Fill Layer
- Allows for stacked layers of color, textures
- Maps (triplanar)
- Maps may be moved over the surface with Gizmo (e.g. move or rotate seams)
- However, avoid using both sliders and gizmo - change in only one
- Maps may be moved over the surface with Gizmo (e.g. move or rotate seams)
V. Technique: Smart Materials
- Saving Smart Material
- Select layers and Ctrl-G to group, then give the containing folder a meaningful name
- Right-click the containing folder/group and choose save SmartMaterial
VI. Technique: Mesh Painting
- UV Selection Method
- Create a folder for material
- Add black mask to folder
- Select polygon fill from tool palette
- In properties, choose UV (far right icon) and drag color slider to white
- Click each part of the object in the document window and associated UV will be white (unmasked)
VII. Technique: Stylized Texturing
- Basic Stylized Material
- Folder: Stylized Base
- Lowest Layer: Base (Fill Layer)
- Color: Light
- Roughness: 1
- Middle Layer: Edge Highlight (Fill Layer, Linear Dodge)
- Color Channel Only
- Add Generator - Mask Editor (color channel only, Global Blur 2.5, curvature prn)
- Top Layer: Gradient (Fill Layer, Overlay)
- Color Channel Only
- Color: Darker version of base layer
- Add Black Mask
- Add Generator - Mask Editor
- Global Invert
- Increase world space normal opacity
- Stone
- Layer 1: Base Color (Fill Layer)
- Color light gray
- Filter > Baked Lighting Stylized (modify sun color, ground color and sky intensity)
- Layer 2: Curvature - Base Gradient (Fill Layer)
- Black Mask, generator > mask editor > invert, adjust position gradient to 1
- Set color
- Layer 3: Dampening/Curvature (Fill Layer)
- Adjust Base Color and Roughness
- Black Mask, Generator > MaskEditor, Invert False, Curvature=1
- Levels > Invert, decrease bottom black slider to ~0.5, increase the mid-slider to 8-9
- Layer 4: Grunge (fill layer)
- Layer 5: Shadows (Fill Layer)
- Layer 1: Base Color (Fill Layer)
- Stylized Wood (simple)
- Base Color (color medium brown, increased roughness)
- Wood Grain Light (color light brown, black mask > fill > grunge map 1 with directional blur filter)
- Wood Grain Dark (color dark brown, black mask > fill > grunge map 2 with directional blur filter)
- Curvature Edges - Light (color lighter brown, black mask > generator > mask editor)
- Curvature Edges - Dark (color darker brown, black mask > generator > mask editor)
- Ambient Occlusion Shadows (color red brown, black mask > generator > Ambient Occlusion)
- Ambient Occlusion Dirt (color dark brown, black mask > generator >dirt)
- Gradient (color dark, black mask > generator > position, adjust balance/invert so that lighter part is intended to catch eye)
- Baked Lighting (filter > baked lighting stylized, adjust sun parameters including color and intensity, soft light, 50-60% )
- Stylized Wood (complicated)
- Create a containing folder: Wood
- Layer 1: Base (Fill-Layer, Color: Light Brown)
- Layer 2: Wood Grain (Fill-Layer, color brighter brown than base color, black mask, add fill with grunge map)
- Layer 3: Gradient Fill with lighter color (Fill Layer, color saturated and bright, opacity 50%, black mask, generator>position, change global balance)
- Layer 4: Gradient Fill with darker color (Fill Layer, color deeper and darker, opacity 100%, black mask, generator>position, invert, change global balance)
- Layer 5: Shadows with Ambient Occlusion (Fill Layer, color dark brown, black mask > generator > AO > invert, global balance)
- Layer 7: Edges - Curvature Mask (Fill Layer, lighter, desaturated brown, black mask > generator > mask editor > global balance)
- Layer 8: Light Grain (Fill Layer, light/bright brown, black mask with fill > spotty grunge + triplanar + adjust scale, filter > blur directional angle for grain)
- Layer 9: Dark Grain (Duplicate layer 8, darker brown, adjust grunge, blur, add filter > sharpen)
- Layer 10: Baked Lighting (Fill Layer, blend mode soft light, Filter > Baked Lighting Stylized, diffuse output only, adjust sun intensity)
- Resources
- Stylized Station (Thomas Smith)
- Intro to Substance Painter (Flipped Normals)