Published
December 18, 2019

PBR textures in Substance Painter

This tip is about a more 'practical' use for the plugin. I started developing the workflow that the plugin is based on, purely for prototyping purposes and to render cool images from my sketches. However, this is a very powerful tool to create some 'practical stuff' as well, like the leaves for this trailing plant (they are simple planes with PBR textures created in Substance Painter):

PBR textures in Substance Painter

So let's get to it, and go through the process of how I created this image...

  1. Take a sphere in ZBrush, flatten it a bit and use the Move brush to give it some basic shape. I used the Move brush with AccuCurve enabled (Brush > Curve > AccuCurve) to get that 'pointy' effect... The rest is just Dynameshing, carving some veins with Dam Standard brush and smoothing the transitions:

Quick tip: Enabled BackFaceMask (Brush > Auto Masking > BackFaceMask) to sculpt details in the thin areas of the mesh.

  1. With your mesh ready, crop the canvas to a square size, open up the ZBrush Compositor and hit the Create Substance Composite button. Once you are in Substance Painter, refresh the resources (from the ZBrush icon on the left)

  1. Use anything you want in a substance painter to create the texture of your leave (or anything else you want to create with this approach). I like to use various fill layers with different masking options to generate colour variations:

  1. Once you're happy with the textures, go ahead and export them for the render engine of your choosing (Ctrl+Shift+E). You can also choose the PBR MetalRough from the 'Config' dropdown if you want to play it safe and use the textures in different renders that support PBR.

  1. Finally, you can take this a bit further and give these leaves some context. For the pot, I created a very simple cylindrical shape in ZBrush using the ZModeler. For the vines and the ropes holding the pot, I used the CurveTubes brush, and to add the leaves, I use a custom insert mesh with UVs (a simple plane with UVs).

Quick tip: you can import the Alpha (or any other map with black background) back into ZBrush, assign it to the plane with UVs as a texture and enable Transparency from the Texture palette. This will allow you to see the outline of the leaves to check orientation and the way they are placed.

  1. For the render, I used a simple HDRI in Maverick's render (A very cool renderer that I'm learning at the moment) and assign a couple of materials to the pieces exported (as FBX) from ZBrush.

That's it for now!