Create a Rocky Ground Surface with both Substance and Quixel
3.0 (1 rating)
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.
9 students enrolled

Create a Rocky Ground Surface with both Substance and Quixel

How to create a nice looking Ground in 2 Programs and test it in the Unreal Engine
3.0 (1 rating)
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.
9 students enrolled
Created by 3dmotive LLC
Last updated 2/2019
English
English [Auto-generated]
Current price: $12.99 Original price: $19.99 Discount: 35% off
18 hours left at this price!
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This course includes
  • 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
  • Students will learn to work with Substance Designer
  • Students will learn to create true PBR Textures
  • Students will learn to work with the Quixel Library
Requirements
  • The basic knowledge of the Susbtance Designer Interface (and other Programs) is enough
  • A Basic PBR understanding could help
Description

In Rocky ground in Substance Designer, you will learn the basic understanding of the PBR Workflow and what to do (or what not to do) to achieve the PBR look. The basic Workflow for Substance Designer and the Quixel Mixer is very important, in order to easily achieve some nice looking results. After that we start with some basic rock shapes in Substance Designer. Once we are happy with our shapes we start to add smaller rocks and pebbles, which will be blended together. In addition to this, we will create some nice looking cracks on the rocks to give it a older look and some history. After we have finished our base in Substance Designer we will switch to the Quixel Mixer, where we will add some dirt and water. In the end I show everybody how to get some nice Renderings in Unreal Engine and in Marmoset Toolbag.


More about the Instructor:

Philipp Schmidt is a Freelance 3D Environment Artist working for Asylum Entertainment.



Who this course is for:
  • People who are interested in Texture / Environmental Art
Course content
Expand all 27 lectures 04:57:29
+ Reference Gathering and Intro to the Height Map
11 lectures 01:48:44
Download Source files here!
00:04
References and Designer Overview
10:03
Starting the Base Rock Shape
10:05
Continuing the Base Rock
10:00
Finishing the Base Rock Shape
14:23
Adding Small and Medium Rocks
12:26
Rock Deformation
14:21
Adding Gravel and Eroted Effects
12:11
Adding Cracks
09:37
Creating the Main Heightmap
14:43
+ Refining the Base Albedo Texture and Testing in Marmoset
8 lectures 01:32:46
Creating the Roughness
12:11
Starting the Albedo
12:05
Continuing the Albedo
10:46
Finishing the Albedo
11:45
Fixing and Adjusting our Outputs
13:14
Creating the Water Base
16:11
Exporting and Testing in Marmoset
15:24
+ Megascans Overview and adding Mud and Water. Presentations in Unreal
8 lectures 01:35:59
Megascans Overview
13:57
Importing the Textures into Quixel Mixer
16:08
Adding Mud and Water
16:55
Exporting and Testing our Textures
15:46
Testing in Unreal and Marmoset
18:58
Bonus Lecture: Further Learning with 3dmotive
00:18