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Design Game Design 3D Texturing

Substance Painter - Texturing multiple stylized assets

Create your own custom textures to paint a 3D scene within Substance Painter
Rating: 0.0 out of 50.0 (0 ratings)
1,267 students
Created by Lukas Partaukas
Last updated 12/2020
English
English [Auto]
30-Day Money-Back Guarantee

What you'll learn

  • To use Substance Painter multi-asset project workflow
  • To make stylized PBR textures
  • To use Substance Painter built-in shaders

Requirements

  • Basic knowlege of Substance Painter is recommender but not required

Description

Within this ’Substance Painter - Texturing multiple stylized assets’ class, we are going to be painting a multi-asset scene and creating stylized textures for the snow globe. The course will teach you how to texture a variety of assets within a single Substance Painter Project file and how you can make the best use out of it. You will learn how to fix baked textures such as normal and ambient occlusion maps and avoid getting artefacts within this workflow.


Creating custom textures

In this class, you will also learn how to create your own simple yet stylish materials within Substance Painter in order to texture a scene. By the end of it, you will know how to create stylized materials such as stone, wood, water, glass and foliage by making use out of smart masks in order to exaggerate specific parts of the detail to create a distinctive look. The videos will help you form a unique theme to your artwork.


Learn new workflow techniques

This Substance Painter class will teach you how you can speed up your progress by making use out of the software generated masks to create smart materials which can then be reused onto other assets

In this course I will also teach you of the ways which will help you to make use out of the created custom textures in order to help us reuse our created smart materials on other objects within the scene which will help you to keep the visual consistency throughout the artwork as well as helping you to cut down the time within your texturing process.


Make use out of Substance Painter shaders

During the end of our lessons we are going to be covering how to use and edit multiple Substance Painter shaders within a 3d object. You will learn the differences within shaders in order to help us get the materials with altered visual properties. This will include making use out of the built shaders such as transparency shader in order to create a realistic glass. Substance Painter also includes two sided shader which we are going to make use out of in order to us help with the visualisation of 2 dimensional cloth planes.


Set up for any level 3D artists

The videos are set up for Substance Painter users of with any amount of experience to be able to follow the lessons with ease. This Substance Painter course will allow any beginner to follow it through with ease as it includes a briefing lesson showing the basics of camera manipulation within the software to help you get familiarised with its movements. The lessons will cover texturing techniques which I am sure that every level of Substance Painter user will benefit as it will help you build a stronger foundational understanding of the software.


Create a render

Finally, we are going to finish it off by creating a quick little render which we’ll do by covering the render basics in order to get a nice image of our textured asset. By the end of it, you will have a fully rendered image of your own textured asset which you will be able to share with others.

Who this course is for:

  • 3D artists
  • Video game developers
  • Prop artists

Course content

3 sections • 23 lectures • 2h 59m total length

  • Preview02:11

  • Substance Painter Project Setup
    03:12
  • Substance Painter Basics
    01:08
  • Texture Baking
    03:59
  • Texture Bake Optimisation
    05:46

  • Preview05:17
  • Preview10:12
  • Texturing 3D Base Foundation
    10:00
  • Texturing Stylized 3D Grass
    08:35
  • Creating Texture for 3D Stone Bridge
    10:37
  • Creating Material for 3D Rope
    06:41
  • Creating Stylized 3D Tree Leaves
    05:43
  • Texturing Stylized 3D Wood
    09:46
  • Texturing Stylized Wood Planks
    13:17
  • Texturing 3D Cartoon Wood Rings
    10:31
  • Texturing 3D Cartoon Wood Rings
    02:42
  • Painting a 3D House Roof
    09:43
  • Stylizing a Concrete Chimney
    12:37
  • Reapplying Material Textures
    08:40
  • Creating Stylized Water Material
    10:14
  • Texturing Clothes Hanger
    17:10
  • Creating Glass Globe Material
    04:46
  • Creating a Render Image
    06:35

Instructor

Lukas Partaukas
3D artist / Polygoods 3D workshop online instructor
Lukas Partaukas
  • 4.6 Instructor Rating
  • 20 Reviews
  • 11,813 Students
  • 4 Courses

My name is Lukas Partaukas and I am a freelance artist with creative industry experience of over 3 years. I had a passion for video games and its creative work for as long as I remember. I began making 3D assets and working for Unity game engine, creating props using 3ds Max and texturing them using manual Photoshop workflow, while baking my normal maps with Xnormal software. During my time as a game artist I also had a chance to get some experience working with Quixel texturing software as well so all in all this versatility coming from me using a variety of programs gave me new perspectives towards modelling each and every piece of work. The main projects which I had the chance to work on were mobile and real-time strategy games, which gave me gave me the chance to polish my optimisation skills for game assets to bring up the best performance within the games.

Afterwards I decided to expand my horizons and picked up new skillsets using different software in order to make a higher quality artwork. Now my workflow consists of mainly working within Maya, Zbrush, Substance Painter and Unreal Engine 4. I went on using these programs as it worked better with my personal pipeline, allowing me work on the artwork that focuses more towards realism while still leaving me with the creative freedom to work on more abstract work.

I enjoy learning of new and interesting techniques to work on and finding exciting ways on implementing them within my projects. Now I hope to be able to share this passion with others.


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