
Create a substance project for a brick wall in Substance Designer, using metallic roughness, height and normal maps, ambient occlusion, and tessellation to refine the geometry.
Choose a main brick wall reference and supportive images, analyze varying patterns, then design a three-layer material stack in Substance Designer for an organized yet slightly worn wall.
Create a brick wall pattern in substance designer by building a random tile pattern, applying edge detection, distance masking, flood fields, and a gradient blend to add variation.
Enhance the brick pattern in Substance Designer, part 2, by using random grayscale-driven non-uniform blur, adjusting levels and intensity, and blending with a distance-based mask for variation.
Apply edge detection and bevels, adjust levels to emphasize edge contrast, then use a non-uniform grayscale and clouds with blend and multiply to create varied edge chips.
Sculpt bricks in Substance Designer by using a basic pattern, gradients, edge variations, and masks to build volume, then fine-tune with multiply and soft light blends.
Add brick wall secondary detail by layering slope-based noise, pearly and moisture textures, and histogram-driven directional warp, then blend and adjust intensity for realistic variation.
Create a rock by blending gradient shapes with an etch mask, refine with histogram scan and blur, then sculpt with crystal, directional warp, and absolute transform for detail.
Blend a rock height map with scatter patterns, then apply erosion through noise, clouds, directional warp, and histogram techniques to add detailed, uneven surface.
Apply directional erosion to brick breaks in Substance Designer by blending directional noise, adjusting transform, and masking to create targeted erosion patterns.
Sculpt noise and volumes to build a realistic brick wall texture in Substance Designer, refining noise, adding moisture noise and slope blur, and adjusting scale, blends, and masks for variation.
Create procedural cracks for a brick wall using histogram scan and distance mask, apply directional warp and crystal distortions, then use edge detection and erosion to finalize cracks.
Enhance brick wall realism in Substance Designer by detailing cracks through edge erosion, blur and blend adjustments, slope and noise layers, and histogram-based masking to target the brick surfaces.
Create the bottom mortar for a brick wall in Substance Designer by building a mortar mask from bricks, using levels and histogram scan to adjust height and blend with cavities.
Detail the bottom mortar by iteratively applying non-uniform blur, masks, overlays, crunch maps and noise in substance designer, previewing the 3D mesh to refine levels, tiling, and overall detail.
Add micro detail to the brick wall material by layering black and white spots, clouds, and moisture noise, and blending them with the height map.
Create realistic brick mortar on top by building edge masks, refining with blur and clouds, and blending with the height map using levels, histogram scan, and non-uniform blur.
Create the base color for the brick wall by sampling a reference and blending a uniform color, then apply height information with masks, crunch maps, and gradient maps for texture.
Refine a brick wall texture by adjusting curvature and normals in substance designer, tweaking levels, lightness, and hue to reveal cavities. Preview with a PBR render and an environment.
The lecture demonstrates refining a brick wall texture by converting images to grayscale, masking and darkening areas, adding highlights with curvature and warp, and tweaking base color variation and saturation.
Apply the bottom mortar base color in Substance Designer by using a mortar mask, adjusting saturation, brightness, and hue to blend mortar with the brick texture.
Set up a brick wall material in Unreal 5, apply base color, roughness, ambient occlusion, normal map, and displacement, then frame with a camera actor.
In unreal engine 5, adjust a post-process volume to tune visual effects such as bloom, exposure, color temperature, chromatic aberration, highlights, film grain, and global illumination for cinematic renders.
If you want to get into the gaming industry, want to learn how to create high quality textures and learn Substance Designer then this course is for you.
I designed this course to take you from the very beginning and teach you the 3 steps I use to create a AAA texture: pattern, sculpting and detailing.
After watching this course, you will feel very confident to create a AAA texture that you can put in your portfolio!
Learn Substance Designer Fundamentals: Learning Substance at the beginning can be very confusing. In this tutorial, you learn how to use the most important nodes to create any kind of material.
Learn Sculpting & Detailing Techniques: How do you know if the detail want to create is good enough? In this course you will not only learn Substance, but also Art Fundamentals so that you understand the language that artists use to decide if something can look good or not.
Render your Material in Unreal Engine 5 & Marmoset Toolbag: Creating your Material in Substance is not the last step. This is why I will guide you on how to render your materials in Unreal Engine 5 & Marmoset Toolbag 4 so that you can create a nice presentation to showcase in your portfolio.