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Introduction to Substance Designer for Games and Film
Rating: 3.8 out of 5(21 ratings)
258 students

Introduction to Substance Designer for Games and Film

Learn to create stunning PBR-ready materials and shaders using Allegorithmic's powerful software!
Created by3dmotive LLC
Last updated 9/2016
English
English [Auto],

What you'll learn

  • Learn the basics of creating shaders and materials using Substance Designer
  • Create a simple, tiling texturing using both Maya and ZBrush

Course content

1 section8 lectures1h 21m total length
  • Overview of the Course0:56

    Learn to craft targetable textures with substance designer for games and film, create tile textures and maps, and generate diffuse, specular, gloss, normal, and height maps for a PBR workflow.

  • Sculpting the Tiles12:16
  • Placing the Tiles16:00

    Arrange tiles in a 5x5 grid, duplicating and aligning to create varied edges. Export occlusion and normal maps, refine in Photoshop, then import into Substance Designer to produce tile textures.

  • Making a Diffuse and Normal Map19:23

    Learn to create a diffuse and normal map in Substance Designer by importing textures, wiring normal, height, and occlusion maps, and refining color and tiling.

  • Finishing the Diffuse and Normal Map 0111:00

    Open a concrete texture in Photoshop, resize to 2048, convert grayscale maps to RGB, import into Substance Designer, blend noise with height and sketch maps for diffuse and normal maps.

  • Finishing the Diffuse and Normal Map 0210:44

    Apply and fine-tune diffuse and normal maps by blending dirt textures, adjusting HSL and levels, and calibrating specular brightness to achieve a balanced, polished finish.

  • Finishing the Textures and Marmoset Rendering11:09

    Finish textures in Substance Designer by refining specular, gloss, normals, and height maps, then export maps for Marmoset rendering. Set ambient sky and exposure to present a polished final material.

  • Bonus Lecture: Further Learning with 3dmotive0:18

Requirements

  • Allegorithmic's Substance Designer software
  • Maya and ZBrush are demonstrated, but not mandatory

Description

In this course, Emiel Sleegers will be going over how to create a tileable texture using both ZBrush and Substance Designer. To start he will be sculpting some tiles in ZBrush and then use that sculpt to export various height, normal, and lightmaps. From there, he will begin his joirney into Substance Designer where he will be showing you how to create the final diffuse, normal, height spec, and gloss maps. And to wrap things up, he will be taking everything into Marmoset to get a quick preview of how everything will look in its final state.

(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)


More about the Instructor:

Emiel Sleegers is a self-taught 3d artist currently residing in the Netherlands. He's been teaching himself 3D art for the past 3-4 years, and has worked as a freelance artist on numerous unannounced projects. He's a lover of all things 3d and enjoys sharing the knowledge he has obtained with others eager to learn.

Who this course is for:

  • Intermediate-to-Advanced 3d artists interested in speeding up your custom shader and material creation
  • This course is not intended for beginners. A strong understanding of 3d principles and material creation is expected.
  • A moderate understanding of ZBrush is helpful, though not mandatory. Any similar 3d asset as shown in the demo can be used.