Create a Realistic Roof Shader with Substance Designer
3.3 (22 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
87 students enrolled

Create a Realistic Roof Shader with Substance Designer

Use this powerful software to create believable shaders and materials for games and film!
3.3 (22 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
87 students enrolled
Created by 3dmotive LLC
Last updated 12/2017
English
English [Auto]
Current price: $13.99 Original price: $19.99 Discount: 30% off
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This course includes
  • 4.5 hours on-demand video
  • 2 articles
  • 3 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Use basic damage sculpting in ZBrush
  • Set up a tileable texture in 3ds Max
  • Bake in Marmoset Toolbag 3
  • Use texture creation in Substance Designer
  • Render in Marmoset Toolbag 3
Requirements
  • Knowledge of Substance Designer
  • Access to Marmoset Toolbag 3
  • Access to 3ds Max
  • Access to ZBrush
Description

In this Roof Shader in Substance tutorial we will go over on how to create a roof texture using 3ds Max, ZBrush and Substance Designer. We will first create our low poly tiles in 3ds Max, after that we will go into ZBrush and sculpt a few variations of our tiles, before adding some nice damage and then optimizing it so that we can export it back to 3ds Max. We will then setup our texture so that it will tile perfectly and so that it has a lot of variation in size, rotation, and shape. We will also make everything ready for baking like assigning different materials for the color map. Once that is all done we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps using their new baker. When all the baked maps look good we will then move into Substance Designer where we will start creating our final texture maps. We will first improve the normal map with smaller details and then create our final albedo, roughness, and metallic map. We will wrap things up with a final polish over the entire texture and render the final texture in Marmoset Toolbag 3.

More about the Instructor:

Emiel Sleegers is 20 years old, originally from The Netherlands but currently living in the UK. He's a 3D environment artist working in the game industry. He's worked for companies like Playground Games and ubisoft with so far one announced title on his name: Forza Horizon 3, and another title on the way. He's a self taught artist who one day, 4 years ago, decided he wanted to know how the amazing games he always played were made. The rest is history.

Who this course is for:
  • People who have a basic understanding of Substance Designer and the PBR texturing workflow.
  • People who want a more in-depth knowledge of texture creation in Substance Designer.
Course content
Expand all 23 lectures 04:23:35
+ Modeling and Optimizing the Roof Tiles
7 lectures 01:02:43
Download Source files here!
00:04
Reference and Creating the Low Poly
13:26
Sculpting Damaged Tiles
13:05
Finish Sculpting and Tile Optimization
11:19
Finish Tile Optimization
05:32
Setting up the Texture in 3DS Max
18:04
+ Texturing and Baking our Maps
6 lectures 01:10:15
Continue the Texture in 3DS Max
17:02
Adding Variation to the Tiles
17:03
Finish Setting up the Texture in 3DS Max
11:07
Prepare for Baking
08:23
Baking the Textures in Marmoset Toolbag 3
15:25
+ Rendering Maps and Building our Shader
10 lectures 02:10:37
Set up a Project in Substance Designer
17:50
Start Creating the Normal Map
19:06
Finish Creating the Normal Map
16:35
Start Creating the Base of the Albedo
14:07
Finishing Up Most of the Dirt in the Albedo
19:18
Applying Dirt to Normal and Roughness
10:52
Final Polish
13:13
Bonus Lecture: Further Learning with 3dmotive
00:18