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Learn Substance Designer for Texturing Game Assets
Rating: 4.1 out of 5(52 ratings)
564 students

Learn Substance Designer for Texturing Game Assets

Create a Procedural Brick Wall from Start-to-Finish and Learn to Create Materials with Substance Designer!
Created by3dmotive LLC
Last updated 4/2017
English
English [Auto],

What you'll learn

  • Texture creation in Substance Designer
  • Understand PBR texture creation workflow
  • How to create a proper heightmap, normal map, roughness map, and metallness map
  • Rendering a high quality texture in Marmoset Toolbag 2

Course content

2 sections18 lectures3h 45m total length
  • Download Course Materials Here!0:04
  • Introduction to the Course0:52

    Join this introduction to learn how to create textures in Substance Designer, including height maps, a diffuse map, and metallic maps to finalize the texture for game assets.

  • Reference Overview11:39

    Use reference images to capture sculpted textures, dirt, moss, and chipped edges, then build a metallic roughness workflow in substance designer and preview in toolbag.

  • Starting the Height Map19:13

    Start a height map in Substance Designer by building a basic brick pattern with generators and transforms, and refine with noise and levels.

  • Finishing the Height Map13:43

    Finish the height map by blending noise, slope bluff, and chips, adjust levels for detail, and export to drive displacement and normal maps for rendering in Marmoset.

  • Starting the Normal Map13:54

    Learn to generate a normal map from a height map in Substance Designer, using gestalt noise and layered blends to add cobblestone textures and etched details.

  • Continuing to Refine the Normal Map19:16

    Refine the normal map in Substance Designer by layering noise textures, balancing levels, and blending maps with normal combine, using masks to shape displacement.

  • Finishing the Normal Map14:36

    Learn to finish the normal map in Substance Designer by adjusting slope, blending details, and sharpening, refining displacement and noise to achieve a detailed, coherent texture for game assets.

Requirements

  • Substance Designer
  • Marmoset Toolbag 2 or higher

Description

In this course we will go over in-depth on how to create a procedural brick wall in Substance Designer 5. We will go over on how to create a base height map that has a sculpted feel to it, and after that we will move on to creating a normal map which enhances the heightmap and also makes the bricks look realistic and organic. Once that is done we will create a color mask from out heightmap and use that mask to have multi colored bricks.

After, we'll start to build up our diffuse map by stacking up layers of dirt and details and we will finish it off by creating a mossy effect in between and overgrowing the bricks. Once everything is finished we will create the roughness and metallic map and we will wrap up this course by polishing the final texture and rendering everything in Marmoset Toolbag 2.

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:

  • Students and intermediate artists should take this course in order to learn the up-to-date industry standard methods for creating fast, flexible and high quality textures.