Getting started using InstaMAT for texturing

In this tutorial, I will show you how to get started using InstaMAT for texturing a 3D model for your project.

Downloading

You can go to instamaterial.com to download InstaMAT

There is a pretty decent pricing structure offered by the company

For Individuals, you pay $9.99 per month USD

There is also an option for a Perpetual License at $489.99 USD

However, you can also get it for free if you make less than $100,000 USD

Once you choose your license, download the installer and install the software

Importing

Once you launch InstaMAT you will be greeted with a quick menu where you can create a new project, open a project, go to the documentation, or join the community

There are three main sections within InstaMAT

There is a Materialize section that allows you to convert a photo into a series of texture maps

There is also a Material Layering section that allows you to use nodes to make your own textures

There is a Layering section that allows you to add textures to your models – this is what we will concentrate on in this tutorial

For this tutorial, choose the Layering option

You can name the Project, assign a Category, and determine the Type

The Type determines how the materials will be interpreted

Multi-Material treats each texture set separately

Multi-Material Unified allows you to texture a model with multiple materials on one layer stack

UDIM means you can use a model with a UDIM

For this tutorial, keep it as Multi-Material

I will be using a sci-fi box model that I downloaded from Sketchfab

To import a Mesh, you can simply drag-and-drop the file into the Mesh field or use the pencil icon to open the file

You can import OBJ, FBX, and USD files – this would be your low-poly model if you have both a low-poly and high-poly model

The Bake Mesh Upon Creation option means that the Mesh Baking panel will automatically open when the Project is created

Templates are beyond the scope of this tutorial so you can just choose to not use a template

Baking

If you don’t see the Mesh Baking window, you can open it under the Windows menu

You need to choose a Source Mesh – this can be the same low-poly mesh or a high-poly mesh

You can use your CPU or GPU for the Baking Engine

You can choose a Resolution

You can also choose which texture maps you want to bake

Click on Bake

Navigation

To zoom, you can use the MMB

To pan, you can hold down the MMB

To rotate around the mesh, use ALT + LMB

Textures

In the left panel, you can choose your Channels and change the Color Space

You will also have the option of choosing the Mesh Format – this affects the Normals

You also have a list of your Materials

At the bottom, you can also add some Meta Data

You can access HDRI images which affect the lighting in the Viewport

SHIFT + RMB allows you to rotate the HDRI and change the lighting

You also have access to multiple Viewport Settings and Post-Processing Settings

In the right panel – the Outliner, you can choose your Texture if you are working on a multi-material mesh

At the bottom, you can add Layers – in this case, choose a Multi-Channel Layer

This will give you options to control the Material

You can open the Layer Channels in the lower right-panel

Here you can define a base color for the Material as well as options for the various Channels

To access the Materials, open the Graph Library in the upper-left corner

To use the Materials from the Material Library, search for a Material – in this case, metal

You can either drag-and-drop the Material directly onto the model or into the Outliner

Repeat this process for the rest of the mesh

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