
In this video, we begin to create our own seamless stone color map in Photoshop. Using a variety of tools, we will collage and blend a custom rock texture from the resources provided. Once the main texture has been completed, we’ll remove the seams. We’ll also take a look at how we can use Photoshop’s filters to give the photographic texture we created a hand-painted look.
In this video we look at how to build a height map in Photoshop, using the color map we built as a guide. We’ll use a lot of the same Photoshop tools as in the previous video to make this happen. However, we’ll keep the layers separate, helping us with our Photoshop-Substance workflow later on.
In this video we finish the rest of our maps in Photoshop, including a mask to create procedural metal veins on our rock. We then link our maps to a new Substance Designer graph. Then, after a quick overview of some important Substance concepts, we begin to build our material. By linking out Photoshop output, we can easily switch back and forth between the two programs while refining our material.
In this video we start to adapt the maps we made in Photoshop using the nodes available to us in Substance Designer, using Substance Designer’s 3D view to see our progress. With our linked workflow, we can also easily make changes to some of our original Photoshop maps. We also begin to create the procedural metal veins.
In this video we create an Input Parameter for our metal veins and set up the dynamic functions that will drive them.
In this video we go back to Photoshop to create the masks for our animated lava emissive. We also address how to make our material resolution scale properly in Substance Designer.
In this video we begin to build our emissive lava and adjust our maps and nodes to blend it with the rest of our material.
In this video we fine tune our material and add two more Input Parameters for our lava emissive - an on/off toggle and lava speed.
In this course we take a look at the various ways we can use photos and other 2D images to create seamless Substance Designer materials. By creating a linked workflow between Photoshop and Substance we'll take advantage of the tools both these programs have to offer to create procedural hand-painted materials.
We start by creating a seamless hand-painted color map from images off the Internet. Once our color map is complete, we use it as a guide for creating all the other maps and masks we'll need for our material.
After finishing the basics in Photoshop, we set up a linked workflow with Substance Designer that will allow us to view our progress in the Substance 3D view, and easily adjust our maps in Photoshop. Here we'll further refine our 2D maps by using some of the nodes available in Substance Designer.
We'll also add procedural qualities to our material. First we'll add some metal veins that can fade in and out and then an animated lava that can be toggled on and off.