You'll be able to create your own custom seamless set of textures in Photoshop.
You'll be able to take your seamless textures into Substance Designer and turn them into a procedural PBR material.
1 section • 8 lectures • 4h 12m total length
Finishing the Photoshop Maps
Bringing the Maps into Substance Designer
Setting Up Metallic Veins Input Parameters
Creating Lava Masks in Photoshop & Setting Up Scaling in Substance
Building the Lava Emissive
Fine Tuning & Animating the Lava
You should have at least a beginner's knowledge of both Photoshop & Substance.
We will be using Photoshop, Substance Designer and Substance Player
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.
Who this course is for:
Anyone who wants to convert photos and other 2D images to procedural Substance Designer materials.
Olga Polukhina has been an artist and educator for over 20 years. After working for decades as a traditional fine artist, she more recently received a second BFA in video game design. She is active in the NYC video game community and works as a freelance environmental artist and art consultant in NYC.