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Realistic Prop Texturing - In-Depth Tutorial Course
Rating: 4.6 out of 5(4 ratings)
50 students

Realistic Prop Texturing - In-Depth Tutorial Course

Learn how to texture and render a hero asset from start to finish for video games and film.
Last updated 5/2024
English
English [Auto],

What you'll learn

  • Learn how to create realistic textures for games
  • learn advanced texturing techniques in Substance Painter
  • Learn how to create realistic asset materials form start to finish
  • Learn how to texture 3D assets

Course content

1 section • 34 lectures • 18h 30m total length
  • Going Over Our Bakes.5:05

    Split antenna geometry from the main model to prevent ambient occlusion from baking onto moving parts, then fix the normal map skew by painting skew and rebaking.

  • Adding Height Details Part138:09

    Learn to build height details for a prop tv using anchor-driven fills, grayscale height maps, and vent details, baked in 4k and blended with linear dodge and multiply.

  • Adding Height Details Part232:25

    Learn to add height details to props by painting height maps in 2d/3d views, using fill layers, masks, and stripes, then anchor height data for later color work.

  • Creating Our Base Materials Part143:42

    Set up base materials for a realistic prop by establishing a main color, adjusting roughness, and layering discoloration and color variation with masks and noise for depth.

  • Creating Our Base Material Part233:24

    Develop a base prop material by refining UVs, painting in grayscale, and building layered fills with anchor points, edge highlights, and color corrections to achieve realistic texture.

  • Creating Our Base Material Part343:16

    Develop a base material with height-driven edge highlights using an anchor point, then refine with masks, dirt cavities, and roughness via triplanar procedurals, painting, and masking, previewed in marmoset.

  • Testing Our Roughness Variation In Toolbag49:28

    Test roughness variation in Toolbag by layering dirt, adjusting micro detail and radius, and exporting packed textures for UE4 while painting targeted roughness and color variation.

  • Working On Material Details Part138:25

    Explore creating realistic prop textures by building layered stains and grunge using stencils, paint layers, and triplanar projection, then refine roughness, height, and edge highlights before exporting textures.

  • Working On Our Tape28:10

    Explore creating a realistic tape texture by building layered fills, masks, and anchor points, tiling with triplanar maps, and blending tones to form dirt, spots, stripes, and patches.

  • Working On Our Crayon38:38

    Build a blue base crayon texture with layered outlines, masked dabs, and anchor-driven fills using multiply blending. Add yellow and red highlights with scratches and edge damage for realism.

  • Working On Tv Front Material Part129:13

    Learn to create realistic tv front material by sculpting wrinkles, adjusting height and roughness, and painting dirt and color variations with procedural textures and metal edge wear.

  • Working On Tv Front Material Part222:50

    Apply iterative painting and masking to refine TV front material, balance greens and reds, add dirt, noise, and roughness, then export textures to marmoset.

  • Working On Tv Front Material Part329:49

    Refine the tv front material by adjusting color and roughness variations, tune tape texture with procedural methods, and preview results in Marmoset with ray tracing.

  • Working On Material Details Part237:52

    Refine realistic prop textures by adjusting roughness and grunge, painting masks, and adding tape, edge highlights, and dirt through layered, non-destructive workflows.

  • Working On Material Details Part333:31

    Apply height and color, set up led lights, create fills and masks, place anchors, adjust 2D view and UV wrap none, then export color textures for Illustrator.

  • Creating Our Alpha In Illustrator Part131:39

    Create alpha textures for letters in Illustrator and prepare a 4k texture for export. Then continue the workflow by applying alphas in Substance Painter, refining typography and layering.

  • Creating Our Alpha In Illustrator Part238:35

    Follow a practical Illustrator workflow to refine alpha for a TV prop, adjust panel widths, create layer indicators, export the TV texture and base color, and update the Illustrator file.

  • Creating Our Alpha In Illustrator Part326:40

    Demonstrates Illustrator alpha workflow using a new file setup, shapes, type on a path, outlines, and export for Substance texture testing.

  • Creating Our Alpha In Illustrator Part4 -Timelapse6:36

    Create a realistic prop texture by building an alpha in Illustrator in a part 4 timelapse walkthrough, for the in-depth course on realistic prop texturing.

  • Using Our Alpha In Substance Painter25:48

    Use Substance Painter to refine prop texturing by updating fonts, exporting and reloading textures, applying layered color variations, masking, edge highlights, and height details to achieve realistic RGB texturing.

  • Working On Small Knobs34:30

    Texture the metal components—the rim, antennas, and screws—with base metal and color variation for realistic roughness. Build plastic base, add stripes and dirt, and export textures to Marmoset.

  • Working On Border Plastic42:00

    Explore border plastic textures by applying a base fill, masks, and color variations with roughness, noise, and edge highlights to create realistic prop surfaces.

  • Working On Dials Part132:23

    Texture the dials by organizing layers, applying masks and fills to UV chunks, and refining base color, roughness, and subtle metallic effects to achieve a realistic glass-like dial look.

  • Working On Dials Part21:03:41

    Texture a dial by layering metal under glass in part 2 of working on dials, and adjust roughness with anisotropic masks while adding dirt, scratches, and edge highlights.

  • Working On Material Details Part433:02

    Create a new base layer, then adjust color and roughness to match the reference. Add dirt, grunge, and stains with masks and generators; refine micro details and front plate text.

  • Working On Our Antenna30:57

    Copy fills and anchor-point effects to create the antenna and back plate, adjust roughness and dirt, and paint stains for realistic wear in marmoset ray tracing.

  • Working On Material Details Part528:39

    Detail prop textures by refining base color, roughness, and metallics, adding dirt and masks, and using height and stripes textures to finalize screws, holes, and antenna metals.

  • Working On Material Details Part628:02

    Develop realistic prop textures by creating wire and base components, masking selections, applying brass color and roughness variations, and using procedural tiling and color layers for detail.

  • Working On Our Screen Part127:45

    Darken connectors and match the normal map color; fine-tune roughness and metalness on the screen. Build dirt and dust passes with fills, masks, and speckles to add grime.

  • Working On Our Screen Part236:35

    Master realistic prop texturing through iterative dirt and speckle layering, masks, and blend modes. Experiment with brushes, fills, and roughness control to create weathered textures ready for export.

  • Finishing Our Material45:17

    Finish the material by building dirt layers, masking, and micro height adjustments, adding greases and specks, and validating pbr before exporting textures across texture sets.

  • Setting Up Our Renders Part132:51

    Set up renders in marmoset using albedo, normal, roughness, metallic, and occlusion maps, adjust sky and camera, and tune tone mapping and post effects for a quick test render.

  • Setting Up Our Renders Part240:33

    Adjusts omni and sky lighting to reveal roughness variation and depth, sets background color, and tunes denoise and samples. Demonstrates creating multiple renders, camera focus, and a wireframe render workflow.

  • Inspecting Our Renders1:17

    Inspect the renders to verify front render quality, zoom without resolution loss, and showcase roughness variation, dirt, and fine details on dials, tape, and wireframe.

Requirements

  • this course is perfect for people who already have a basic understanding of Substance Painter

Description

Vintage TV Texture- In-Depth Tutorial Course

Learn how to texture and render a hero asset from start to finish for video games & film. You’ll learn techniques like Anchor Point usage, Custom Alpha Painting, Lighting and Rendering, Unique Texturing, and so much more!


SUBSTANCE 3D PAINTER, ADOBE ILLUSTRATOR, AND MARMOSET.

All the texturing will be done in Adobe Substance 3D Painter, and the rendering will be done in marmoset toolbag 4. We will also make use of Adobe Illustrator to create custom alphas.


In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of model.


18+ HOURS!

This course contains over 18+ hours of content – You can follow along with every single step – The course does enclose a few small-time lapses. This is just to speed up very repetitive tasks, the rest is done in real-time.

We will start by going over some baking errors you may encounter and how to fix them. Then we will first create all of our height information in order to facilitate our use of anchor points. We will then proceed to create our base materials, add storytelling in the form of wear&tear, cryon drawings, and more, we will create various bits of text in Adobe Illustrator to use on our model and do some final polish.

Once that is done, we will export all the artwork to Marmoset Toolbag 4 and set up our lighting and cameras for render.

SKILL LEVEL

This asset texturing course is perfect for students who have some familiarity with texturing, Substance 3D Painter, and Marmoset – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools 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 3D Painter

  • Adobe Illustrator

  • Marmoset Toolbag 4


YOUR INSTRUCTOR

Handy Chevrin is a self-taught Hard Surface artist currently working for NVIDIA and Dekogon as a freelance artist.


SOURCE FILES

Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals


Who this course is for:

  • Beginner to advanced artists