
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.
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.
Start a height map in Substance Designer by building a basic brick pattern with generators and transforms, and refine with noise and levels.
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.
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.
Refine the normal map in Substance Designer by layering noise textures, balancing levels, and blending maps with normal combine, using masks to shape displacement.
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.
Learn to finish textures in Substance Designer by creating the diffuse and metallic maps, building a node map, and tweaking all texture maps for a polished final result.
Learn to create diffuse masks in Substance Designer by selecting colors, generating multiple color-based masks, and using gradient map and levels to drive base colors, normal maps, and height maps.
Learn to create base diffuse colors in Substance Designer using premade concrete materials, adjust dirtiness, and build curvature maps with ambient occlusion and noise overlays for richer textures.
Explore detailing the diffuse map by integrating base color, curvature, dirt, occlusion, and masks to add damage, texture, and depth in Substance Designer.
Learn to refine the diffuse in Substance Designer by layering dirt, whitening, masks, and levels, while testing soft light and multiply blends for richer textures.
Finish the diffuse details by layering plants, masking, and adding dirt, then refine textures with noise, levels, and normal maps using overlay and soft light blends.
Create metallic and roughness masks in Substance Designer by converting textures to grayscale, tuning with levels, layering masks, and refining the base and height maps for a realistic metal look.
Refine a procedural break texture in Substance Designer by tuning height maps, normals, displacement, and diffuse maps. Apply final polish with lighting adjustments and high-resolution exports, wrapping up the course.
Finish the diffuse masks by color-coding backbones and leftovers, refine with blur and levels, and blend masks to export clean texture maps.
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.