
Rough outline of the pipeline
Apply projection-based modeling in Maya using a reference image and camera setup, adjust overscan and lens distortion, then texture with Substance Painter/Designer to build modular geometry.
Build a low poly mesh, bevel to a high poly form, and bake a normal map in Substance Painter to add film and game ready detail from height maps.
Set up virtual reality scale by aligning imported human models to real-world heights with a measuring tool and snap points for accurate scene proportions.
Learn to build a high-poly mesh, bevel key edges, optimize for games by baking to a low-poly model, smoothing normals, and avoiding artifacts for realistic renders.
Create color-coded mask maps for multiple UV sets in Maya or Substance Painter, assigning surface shaders by color, and bake transfer maps into PNGs for consistent masking.
Export low and high poly meshes as SBX, assign materials, and bake normals in Substance Painter using texture sets, while checking for artifacts and adjusting bake settings.
Diagnose normal map artifacts and improve bake quality by aligning low and high resolution meshes, adjusting smoothing and normals averaging, and using geometry fixes when cages fail in substance painter.
Learn to bake additional masking maps in Substance Painter, including mesh maps, ID masks from poly groups, curvature, worldspace, and position and thickness, to support dirt and wear.
Learn to navigate the Substance Painter 2018 interface, master 3D viewport controls, brushes, textures, shelves, and materials, and apply emissive, opacity, and post effects for realistic scenes.
Learn how compositing layers interact across base color, height, roughness, metallic, and normal maps, then adjust blending modes, masks, and brushes to sculpt realistic surfaces.
Learn how materials and smart materials are built and organized in Substance Designer, with smart materials as folders of layered materials, and save presets from materials using color, maps, exposures.
Learn how generators and smart masks drive procedural dirt, wear, and grime in Substance Painter/Designer, using curvature, occlusion, worldspace, and texture passes to build custom masks.
Create a safety yellow material in substance designer for use with substance painter, using a 0 to 1 normalized grayscale workflow with height map, normal map, and roughness map.
Create the albedo base color by sampling and applying a gradient map with a dirt mask, then refine roughness with grunge, levels, blur, and hue/saturation toward orange.
Master base material layout in substance painter, importing resources, assigning to the project, and refining with planar projection, masks, smart materials, and color/normal map tweaks to achieve seamless tiling.
Finish small pieces by refining masks, layering gunk and dirt, applying roughness variations to PVC and metal, and painting emissive bulbs, using instancing for consistency across textures.
Create advanced projection decals by painting base color, height, roughness, normal, and metallic maps; adjust with masks and transforms, organize layers, and render a glossy plastic surface.
Learn to add ground strips in Substance Painter/Designer by balancing height and normal maps, adjusting roughness and occlusion, and layering dirt and wear with masks.
Explore ground cracks and crevices by painting cracks, dividers, and edges with fill layers, masks, warp, and histogram adjustments for realistic surface detail.
Explore creating realistic platform decay in Substance Painter/Designer by layering dirt, wear, and gumdrops, using occlusions, black masks, fill layers, decals, and projection stencils.
Apply dirt and dents to a pillar with fill layers, curvature maps, and generators, using convex and concave edges and occlusion to create wear with grunge maps.
Master the pillar crust and cracks in a substance painter/designer workflow using fill layers, grunge maps, masks, projection, stencils, and custom crack brushes to achieve realistic texture.
Learn physics-based weathering in Substance Painter, using emitters, receivers, and baked worldspace and normal maps to simulate rain, leaks, and puddles on surfaces.
Export texture maps from Substance Painter for Unreal and Arnold for Maya, configuring texture sets and maps like base color, emissive, occlusion, roughness, and normals.
Learn how to set up a virtual reality level in unreal engine using steamvr, substance live link, and modular assets to create a moody, interactive train station scene.
Experience building and evaluating a VR scene in Unreal, adjusting lighting, reflections, HDRI cube maps, fog, and auto exposure while testing scale, material roughness, and metallics.
In this training video we cover the full scope of Substance Painter and Designer.
We start with modeling from a photograph in Maya and move on to setting up proper UVS. We then export the files to Substance Painter and begin the layout process. A huge part of the tutorial is using Substance Designer to build custom materials from our reference photography. Once we have our scene setup in Painter we export to Unreal 4 and setup a VR level with our assets as well as demo a setup using the newest Arnold for Maya.