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Creating a Procedural Rock Material in Substance Designer
Rating: 4.6 out of 5(11 ratings)
132 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

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
  • Going Over Our Reference And Start Creating Large Shapes18:29
  • Finishing Large Shapes And Creating Large Cuts Part119:16
  • 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
  • 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
  • Creating Small Cracks19:12
  • Adding Large Noise18:50
  • Balancing And Adding Micro Noise13:54
  • Cleaning Up Our Graph12:26
  • Creating Our Base Color Part119:10
  • Creating Our Base Color Part219:19
  • Creating Our Base Color Part315:23
  • Creating Our Base Color Part419:52
  • Final Polish19:54
  • 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