
Introduction to the course.
Here I discuss the requirements for the course, the things that you, as a student, will need to have in order to complete the course.
This lecture will take you through the structure of the course, and discuss what you are going to learn.
Here we set up a directory structure to keep your files and project organized.
This video shows you where to download and install both Substance Painter and Substance Alchemist.
This video shows you where to download and install Unity.
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An introduction to your first basic project in Substance Painter.
In this lecture we're going to take a look at the general UI layout of Substance Painter.
In this lecture we are going to load, and set up your first model in Substance Painter. Just follow along and don't worry too much about what things are. It will all become clear.
In this lecture we go through the display and viewer settings inside Substance Painter.
Here i will take you through the process for baking down your base texture set, which you will have to do with every object you paint.
Here we take a look at the brush set within Substance Painter, and use them on our basic model.
Your first challenge. Using all the things you have just learnt in this section, paint this cube ANY color(s) you like.
Sum up of this section.
In this section, we move onto the layer system and here I provide an overview of what you will learn.
In this lecture, you will bring the table into Substance Painter, bake the high-res version to create the base normals, and generally set it up ready for painting.
Here I will talk you through what a layer is in context with Substance Painter.
In this lecture, I illustrate the different types of layers within Substance Painter.
Here we go through the layer stack, and discuss Blend Modes in more detail.
Keeping your layers organized is always important, so here I show you how to use folders in the layer system.
Sum up of this section.
In this section, we begin painting our first real object in the scene, and here I discuss what we are going to learn.
In this lecture I take you through the steps to get the scene downloaded and into Unity.
Here I walk you through the scene and discuss the elements within.
In this lecture we begin by adding the base layers to the table.
In this lecture I take you through the steps of using generators to generate dirt on the table.
Here we take a look at how we can add damage to edges of geometry, also using generators.
In this lecture, we add detail and finalize the look of the table.
ARE YOUR MATERIALS GREYED OUT IN UNITY? Here is a quick lecture to show you how to get access to the material.
In this lecture we take a look at extracting the maps from Substance Painter, and bringing them into Unity.
Sum up of this section.
Live Link from Unity is no longer supported by Adobe, and therefore the Live Link aspect to this section does not work. You can still follow it through to texture your chair, just don't use the live link element.
In this video we will take a look at what we will learn in this section.
In this video I will show you where to get the Live Link package from and how to install it and set it up for use in Substance Painter and Unity.
This will be your first use of Live Link where we set up the base layers of the Chair, and seamlessly see it update live in Unity as you paint in substance Painter.
In this video we add details and scratches to the chair to give it an aged look and some character.
In this video I will show you how to create multiple Albedo maps very quickly (in seconds) to give you an array of different coloured chairs.
Here we take a look at what you learnt, and conclude this section.
In this video we will take a look at what you will learn in this section.
Substance Painter allows you to bring in textures from other sources also, and in this lecture, we take a look at that.
Here I challenge you to choose your own maps.
In this lecture we look at preparing the maps before bringing them into B2M.
Here we learn how to use B2M and create our tiled maps.
In this lecture we import our B2M maps into Substance and set them up.
Here we add more details to the tiled maps (part 1).
Here we add more details to the tiled maps (part 2).
Here we add more details to the tiled maps (part 3).
In this lecture we export our tiling maps from Substance Painter and bring them into Unity.
Here we pull all the tiled maps together and add the final details.
Introduction to Section
Download Alchemist, and just like before, source and prepare your texture.
Here I will talk through the UI and I'll show you how to bring in your texture into Alchemist.
In this lecture, we go through the prcess of creating a texture set from the 2D image.
In this video we will take a look at what you will learn in this section.
In this lecture I take you through the steps to set up opacity withing Substance Painter.
Here we use the opacity on an object.
Here we use the opacity on an object.
Here we take a look at what you learnt, and conclude this section.
In this video we will take a look at what you will learn in this section.
Like in the previous section, we use the opacity channel for something different.
Like in the previous lecture, we use the opacity channel for a different floor patch.
Here we take a look at what you learnt, and conclude this section.
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.
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*** 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.
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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.