Weapon Texturing with Substance
5.0 (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.
28 students enrolled

Weapon Texturing with Substance

Learn to texture and present a Walther P99 using 3ds max, Substance and Marmoset Toolbag 3.
5.0 (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.
28 students enrolled
Created by 3dmotive LLC
Last updated 2/2019
English
English [Auto-generated]
Current price: $13.99 Original price: $19.99 Discount: 30% off
5 hours left at this price!
30-Day Money-Back Guarantee
This course includes
  • 5 hours on-demand video
  • 2 articles
  • 3 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
Training 5 or more people?

Get your team access to 4,000+ top Udemy courses anytime, anywhere.

Try Udemy for Business
What you'll learn
  • Students will learn about UV unwrapping in 3ds Max
  • Students will learn about baking and debugging
  • Students will learn material definition
  • Students will learn about the Substance Painter workflow
  • Students will learn rendering in Marmoset
Requirements
  • Knowledge in Substance Painter
  • Understanding of 3ds Max
  • A basic knowledge of Marmoset is helpful, though not mandatory
Description

In this second tutorial we will continue where we left off with the modeling course. Now that we have our high poly and our low poly - in this tutorial we will go over on how to properly unwrap our weapon and utilize the most space so that we have the highest resolution possible. After that we will set-up our scene ready for making in marmoset and export all our models. Then we will move to Marmoset Toolbag 3 and start by baking all our texture maps and fix any baking bugs. After that we will move into substance painter where we will set-up our scene and start adding more normal map details like screws, text etc. Once that is done and it is looking good we will create the base colors of our prop and go over on how to archive good material definition. Then we will first start working on the top of our asset, setting up color changes, edge scratches and overall dirtiness. When everything is looking good we will move the the base of our weapon which is made of an different material so we will also need to add different details to that. We will be mostly adding things like edge highlights, dirt, roughness changes and more. Finally when we are happy with our texture we will set-up a nice scene in Marmoset Toolbag 3 and present the weapon at portfolio quality.


More about the Instructor:

Emiel Sleegers is a 21 years old originally from The Netherlands. He is currently located in the UK. He is 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 named: Forza Horizon 3, with another title on the way. He's a self taught artist who one day 4 years ago wanted to know how the amazing games he always played were made. The rest is history.


Who this course is for:
  • This course is perfect for people that already have a basic understanding of Substance Painter, Marmoset, and 3ds Max and want to have a more in-depth knowledge of how to texture a game ready weapon
Course content
Expand all 26 lectures 05:03:01
+ Unwrapping and Baking our Asset
8 lectures 01:28:33
Download Source files here!
00:04
Finish Unwrapping the Base Gun
15:38
Timelapse for Packing the UV's
19:02
Scene Setup for Baking
12:57
Baking Textures in Marmoset
19:57
Finish Texture Baking
05:43
+ Working in Substance Painter and Texturing our Asset
10 lectures 01:58:51
Setting up the Painter Scene
07:12
Creating the Alpha Map
17:06
Adding Normal Map Details
19:48
Adding the Screw Details
10:14
Finishing the Screw Placement
16:20
Polishing the Normal Map
14:56
Creating the Base Map Colors
11:12
Continue creating the base colors
13:03
Finish creating the base colors
07:37
+ Variation, Polish, and our Final Renders and Details
8 lectures 01:35:37
Adding Color Variation
18:22
Setting Up Edge Damage
17:24
Edge Damage Timelapse
06:16
Final Polish
19:04
Creating Renders
14:15
Bonus Lecture: Further Learning with 3dmotive
00:18