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Creating a Procedural Rock Material in Substance Designer
Rating: 4.6 out of 5(11 ratings)
134 students

Creating a Procedural Rock Material in Substance Designer

Learn how a professional material/environment artist works when creating materials for games.
Last updated 5/2021
English
English [Auto],

What you'll learn

  • Creating a procedural material in Substance Designer
  • 3 Point Lighting System Rendering in Marmoset Toolbag 4
  • Creating clean and flexible graphs in Substance Designer
  • Creating organic shapes in Substance Designer

Course content

1 section17 lectures4h 31m total length
  • Trailer1:23

    Discover how to build a fully procedural rock material in Substance Designer and Master Toolbox. Explore base heightmaps, normals, noise, color, roughness, ambient occlusion, and three-point lighting in Marmoset.

  • Going Over Our Reference And Start Creating Large Shapes18:29

    Use a hawk reference to guide large rock shapes in Substance Designer, and use tile sampler with pearl noise to form cracks and dirt before building height maps for displacement.

  • Finishing Large Shapes And Creating Large Cuts Part119:16

    Create and refine large shapes and cuts in Substance Designer by using levels, invert grayscale, blend nodes, and directional warp with Tilahun tiling to craft controlled, sharp cutouts.

  • Creating Large Cuts Part215:35

    Continue this tutorial on creating large cuts for a procedural rock material. Learn to add breaks, cracks, and bulges using directional warp, noise, bevel, snowblower, and non uniform grayscale techniques.

  • Creating Our Medium Cracks18:31

    Explore techniques to create medium-scale cracks in a procedural rock material in Substance Designer, balancing lines, applying tile-based patterns, random rotation, and directional warps for natural variance.

  • Creating Our Thin Line Shifting And Large Breakup16:23

    Explore thin line shifting and large breakup to add uneven long lines and subtle height variations on a procedural rock heightmap, using directional warp and balance in Substance Designer.

  • Setting Up Our Marmoset Scene And Creating Large Cracks17:02

    Set up a Marmoset scene to preview a procedural rock material in Substance Designer, and create large and micro cracks using displacement and noise for realistic texture.

  • Creating Small Cracks19:12

    Learn to create small crack clusters with density-driven variation using the distance node, shape splatter or tile sampler, and two-stage breakup with directional warp and gradients for rock textures.

  • Adding Large Noise18:50

    Create a procedural rock material in Substance Designer by generating large noise with height-based masks and ambient occlusion, then blend, bevel, and transform for cracky, fitting textures.

  • Balancing And Adding Micro Noise13:54

    Balance a procedural rock material by layering micro noise with directional warp and purley noise, tweaking density, displacement, and cracks to achieve puffiness and integrated texture.

  • Cleaning Up Our Graph12:26

    Learn how to clean up and optimize a substance designer graph by understanding node order and millisecond delays, reusing notes, lowering resolutions, and using optimize settings to reduce duplicates.

  • Creating Our Base Color Part119:10

    Create a procedural rock material in Substance Designer by deriving color from heightmap masks, gradient maps, and dirt and curvature for head, cavity color, and white collar.

  • Creating Our Base Color Part219:19

    Convert the base color to grayscale, use masks to drive roughness and dirt details, then set up a three-point directional lighting, sky, and shadows, and refine texture resolution.

  • Creating Our Base Color Part315:23

    Refine the base color in Substance Designer by balancing blur, the normal map, and curvature, then adjust diffusion and reflection density and prepare micro noise and displacement tweaks for realism.

  • Creating Our Base Color Part419:52

    We diagnose shading issues from insufficient geometry, subdivide a render sphere for smoother shading, then tune lighting, tone mapping, bloom, and depth of field before refining the base color.

  • Final Polish19:54

    final polish of a procedural rock material in Substance Designer, detailing dirt, cracks, roughness, and occlusion via masks and histogram select, and exporting high-resolution renders.

  • Final Renders And Outro6:37

    Finalize the procedural rock material by switching to the correct camera, creating a turntable render, and exporting a looping 1920x1080 video for marketing and portfolio use.

Requirements

  • For this course you will need a basic understanding of Substance Designer and Marmoset Toolbag

Description

Creating a Procedural Photorealistic Rock Material in Substance Designer & Marmoset

Learn how a professional material/environment artist works when creating materials for games. In this course, you will learn how to make clean and efficient procedural materials, how to properly construct your height map along with different techniques that you can apply to almost any material, not just rock materials.
Next to this, you will also learn how to set up a very nice render scene inside of Marmoset Toolbag 4 for your portfolio.


SUBSTANCE DESIGNER AND MARMOSET TOOLBAG

All the material creation will be done fully procedural inside of Substance Designer, any rendering and previewing will be done inside of marmoset toolbag 4.

You will learn everything needed to create the material shown in the images and trailer from scratch.
This tutorial comes with all the sourcefiles that include the substance files + autosaves, marmoset files, textures, and all reference images.

4h 30m HOURS REALTIME

Everything is shown in realtime over the course of 4hours and 30minutes – You can follow along with every single step.

SKILL LEVEL

This material art tutorial is perfect for students who have some familiarity with Substance Designer and Marmoset Toolbag 3/4– Everything in this tutorial will be explained in detail. However, if you have never touched especially Substance Designer before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on Youtube or paid on this very website)

TOOLS USED

  • Substance Designer

  • Marmoset Toolbag 4

YOUR INSTRUCTOR

Emiel Sleegers is a senior environment/material artist currently working in the AAA Game Industry. He’s worked on games like The Division 2 + DLC at Ubisoft and on Forza Horizon 3 at Playground Games as an environment artist and material artist.

CHAPTER LIST

There’s a total of 16 videos split into easy to digest 20-minute chapters

  • 00 – Intro

  • 01 – Going over our reference and start creating large shapes

  • 02 – Finishing large shapes and creating large cuts Part1

  • 03 – creating large cuts Part2

  • 04 – creating our medium cracks

  • 05 – creating our thin line shifting and large breakup

  • 06 – Setting up our marmoset scene and creating large cracks

  • 07 – Creating Small Cracks

  • 08 – Adding Large Noise

  • 09 – Balancing and adding micro noise

  • 10– Cleaning up our graph

  • 11-14 – Creating our base color Part1 - Part4

  • 15 – Final Polish

  • 16 – Final renders and Outro

Who this course is for:

  • Semi-Beginner to Intermediate Material Artists