
Jose Moreno, known as The Paradox, shares years as a 3D artist and instructor, focusing on stylized sculpting, character creation, and texturing with Blender, ZBrush, Substance Designer, and Substance Painter.
Create a new substance and explore the explorer and graph editor to connect nodes, work with the library, and define outputs for a stylized texture in Substance Designer 2024.
Set up the interface and graph in Substance Designer, then create a custom template and map base color, normal, roughness, metallicity, ambient occlusion, and height map.
Create roof crack textures in Substance Designer 2024 by deforming patterns with Node Cells 3, slope blur grayscale, and Perlin noise, then blend with directional warp and adjust tessellation.
In this lesson, you create stylized pebbles on a ground material by shaping five-sided stones, adding edges, gradient variations, bevels, and a subtle noise overlay, then blend with the terrain.
Learn to color sand and scatter pebbles by creating curvature from the normal map, using a gradient to tint stones, and blending ground stones into sand with height blends.
Set up four-input tile sampler to tile leaf variations, scale to 9 with 30 by 30 tiles, apply position and color randomness, and rotate with vector map from normal map.
Create stylized flowers by constructing petal silhouettes from polygons and ellipses, blending gradients, and arranging petals with a radial splatter to form a textured blossom.
Organize the snow base and apply ambient occlusion to brighten sunken areas; layer frost particles and ice reflections using dirt textures, blend, invert, and levels to sharpen roughness.
Create a detailed wood planks base using a square tile generator and edge detect, then apply warp, flood fill gradient, anisotropic noise, and Perlin noise for variation.
Create nail silhouettes for each corner, distribute them regularly with a flood fill mapper linked to the tile generator, and refine holes and depth using blur and isogram scan.
Refine the roughness and color details of a stylized wood material in Substance Designer 2024 by adjusting curvature, gradient map, ambient occlusion, and height for realistic results across models.
Replace the tile generator with flood fill to control edge details, then create a cobblestone path variation using arc pavement, custom silhouette, and edge detect.
Create third variation of the stone tile material by adjusting height, depth, and randomness, then fine tune color with gradient, flood fill, and ambient occlusion for worn desert temple look.
2024 update
In this course you will learn how the PBR workflow works and all the necessary fundamentals to create high materials and stylized textures in Substance Designer and how to use them in any rendering or video game engine.
We are going to see how the to navigate in the interfase and all the Substance Designer panels, we are going to see how to use the blending modes and the masks to blend images and create any type of texture variations and we are going to see the most important nodes available in the program.
With the fundamentals clear we are going to apply this knowledge creating a first basic material to follow all the material creation workflow.
After the experience with the first material we continue to create one by one 6 stylized and more advanced materials with new methods, new concepts and using a great variety of techniques we can apply from the endless library of nodes that Substance Designer has.
We are going to see how to blend this materials between them to create new combination of materials.
In the last chapter we will see how can we render our materials to create an appealing and professional presentation for portfolio and how can we configure this materials to create terrains with them in Unreal Engine.