
Discover substance painter 2 through a two-section course, texturing a low-rez flying saucer and a higher-rez sci-fi helmet with base color, height, roughness, metallic, emissive effects, export textures to unity.
Learn the basics of Substance Painter by texturing a low-res flying saucer using diffuse maps, fill layers, masks, mask generators, and bake out maps in a non PBR workflow.
Explore baking texture maps in Substance Painter, adjusting to 2048 textures, managing emissive channels, and balancing ambient occlusion and anti-aliasing for efficient per-pixel PBR renders.
Apply color to a 3d model using fill layers and masks, manage layers and materials, and explore non-destructive color manipulation that lays groundwork for a future PBR workflow.
Learn to create generator masks in Substance Painter using two fill layers and masks, then invert and adjust to reveal selective color patterns with metal edge and dirt generators.
Master mask manipulation in Substance Painter using the selection tool and polygon fill, explore mask generators, curvature and thickness maps, and organize with folders for precise occlusion control.
Learn to vary color in substance painter using fill layers, emissive maps, and mask generators, with polygon fill and black and white masks to refine edges.
Apply and adjust colors on a 3d model using fill layers, masks, and emissive and diffuse channels in Substance Painter, then prep textures for export.
Export diffuse and emissive textures from Substance Painter and import them into Unity using a simple model. Create and assign a basic material to preview a basic PBR workflow.
Learn to texture a helmet frame in substance painter 2 by using smart materials, masks, and UV-based selection to build metal and plastic finishes and manage layer masks.
Compare fill layers with preset conditions, like pure gloss plastic, to smart materials such as steel scratch, and learn to tweak textures with masks, generators, and occlusion.
Texture a sci-fi helm frame using materials, smart materials, mask generators, and particle brushes. Paint masks, refine roughness, and apply steel textures with symmetry and fill layers.
Apply a baseline texture to the mandible jaw in Substance Painter, and use black masks, polygon fill, and UVs to selectively reveal steel scratched and steel gun materials.
Texture a hexagon faceplate in Substance Painter by separating outer and under faceplates, applying a hex smart material with masks and generators, and refining with normal and roughness maps.
Finish texturing the helmet camera in Substance Painter by applying emissive effects, masking with a black generator, adjusting height to normal, and refining UV maps for a gritty sci-fi look.
Texture the eye lens in Substance Painter using an alpha texture on the opacity channel. Adjust UV scale, masks, and roughness for a glossy, translucent lens.
Finish texturing the center piece in substance painter using smart materials, eyeball detail, a base texture, masks, normal and height maps, then export textures for Unity.
Export textures from Substance Painter to Unity using a roughness setup; create and map albedo, metallic, roughness, normal, height, occlusion, and emissive, then apply to a helmet and eye.
Experiment with Iray viewport settings, including shadows, ambient occlusion, emissive intensity, and post effects, to preview lighting before rendering in Substance Painter, then fine-tune depth of field and aperture.
Tune Substance Painter workflows with Iray viewport, adjust emissive bloom, min/max samples, clear color, then render passes (glare and depth of field on/off) for Photoshop edits.
- In this course you will develop a strong foundation to texturing in Substance Painter 2 through provided models such as a low rez and high rez sci-fi helmet
- We will start off with learning the basic of Substance Painter 2 through a simple low Rez flying saucer model, and show you the basics of baking out maps.
- Demonstrate how to apply base color through fill layers and utilize a wide variety of methods in manipulating masks to control how those colors are displayed.
- From there we will be building off of what we learned in how to manipulate color and apply the same concept to more advance subjects, such as materials and smart materials utilizing smart masks and generators.
- Cover how to build your own unique Smart Materials from scratch and demonstrate how to combine them in with existing smart materials.
- Demonstrate Opacity and Emissive texture maps and how they plug into Unity and Iray
- In this course we will also be covering the export texturing process and bringing our model into Unity 5 and do a demonstration of how to plug in all the materials we generated from Substance Painter.
- We will also have a crash course into Substance Painters built in renderer Iray and demonstrate how we can generate a high quality render in a short amount of time.