Learn the ART of Substance Painter
What you'll learn
- Once you complete the course, you will be able to use Substance Painter confidently, and tetxure your models to a standard that is fit for game production.
- A desire to learn Substance Painter, and a PC / Mac is required in order to take this course.
Course updated April 2021.
*** NOW FEATURING SUBSTANCE DESIGNER ***
A whole new section, consisting of 12 new Substance Designer tutorials, has been added to the Substance Painter course. This section will teach you how to use Designer. It will also show you how to take your materials from Substance Designer into Substance Painter, and consequently exported into Unity where we will replace our floor textures with the texture material we create in Substance Designer.
*** NOW FEATURING SUBSTANCE ALCHEMIST ***
A whole new section, consisting of 5 new Substance Alchemist tutorials, has been added to the Substance Painter course. This section will teach you how to use Alchemist. It will also show you how to take your materials from Alchemist into Substance Painter, and consequently exported into Unity.
WHAT YOU ARE GOING TO DO IN SUBSTANCE PAINTER:
Creating textures for video games is an art form in its own right. Simply pulling assets from an online store, and dropping them into an off the shelf game engine isn't enough in today's competitive industry. You need fundamental art skills, and if you want to stand out from the crowd, you need to create your own art, and present your skills to potential clients / employers.
With 30 years of game development experience in art and design, I will show you how to create your own game ready textures from scratch. You will begin with the basics within Substance Painter, and move onto texturing a stunning 3D game environment presented in Unity. I WILL SUPPLY ALL THE MODELS for the course to remove any anxiety of modelling the assets first so you can focus solely on texture creation. You WILL NOT be using library assets.
DESIGN / STORY / EMOTION:
Creating video game art is at the heart of this course, but creating visuals is not just about the art, it's also about the ideas and the design that spawn the art. The story you can tell through visual interpretation and the emotion your scene can invoke through textures and lighting, is also key to creating a successful scene. I will show you techniques on how you can convey this in your texture work, lighting and your scene layout.
THE TECHNICAL STUFF:
We'll create PBR (Physically Based Rendering) textures in Substance Painter, and drop them into Unity where we'll build the scene using the textures you have created. I will then take you through lighting in Unity and give you thorough understanding of how it works and how to set it up, and show you how to create stunning portfolio shots from within Unity and Substance Painter.
This course is perfect for anybody seriously wishing to pursue a career as a texture / environment artist in the games industry and would like to follow the process of texturing an entire scene with varying materials and techniques.
It's suitable for beginners to Intermediate levels. The more advanced artists may find that you're going over old ground in some areas, but it can still be a worthy refresher course. Over time, the course will get regular updates and keep on trend with industry techniques and standards. New content will also be added in the future.
This IS NOT a modelling or character animation course. These are very specific disciplines within the games industry, and here we are primarily focusing on highly detailed, texture creation for environments.
Who this course is for:
- If you're interested in becoming a texturing Ninja in the video games industry while using all the latest industry standard tools and techniques, then this course is for you.
I designed, wrote and sold my first game on the Commodore 64 and have spent 30 years working in the video games industry as an artist, designer and writer.
I have developed games from the 8 bit Commodore 64 era through the 16 bit Amiga and consoles, like the SNES and SEGA Megadrive, right up to current day hardware.
I have worked for some of the top game companies like Ocean Software, Virgin Interactive Entertainment and Westwood Studios, and I've worked on many high profile products such as 'The Lion King' and 'Pinocchio' for Disney, Vita Pets and EyePet for Sony among many others. My current studio also worked on some key titles like 'Little Big Planet' and 'Motorstorm' for Sony, to name a few.
I now work in the industry as a Creative Director, working with the latest software and hardware for all current consoles, mobile devices and PC.