
Rough outline of the pipeline
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.
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 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 physics-based weathering in Substance Painter, using emitters, receivers, and baked worldspace and normal maps to simulate rain, leaks, and puddles on surfaces.
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.