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LinkedIn Learning

Learning Substance Designer

via LinkedIn Learning

Overview

Get started with Substance Designer, the node-based texturing tool for creating high-quality, procedural textures and materials.

Meet Substance Designer, the node-based texturing tool for creating high-quality, procedural textures and materials. In this course, Joel Bradley walks through the workflow for creating an aged concrete substance, so you can become familiar with the basics of substances and the range of tools Substance Designer offers. When you are finished with the course, you'll have a complete substance package ready for handoff to a game engine such as Unreal or Unity, and the skills you need to continue creating your own materials with Substance Designer.

Syllabus

Introduction
  • Welcome
  • What you should know before watching this course
  • Using the exercise files
  • What is a substance?
  • Substance Designer workflow
  • Setting up our preferences
5.1 to 5.3.4 Update Highlights
  • Intro
  • Updated Light, Camera, and Environment controls
  • Enabling the Iray renderer
  • Using Iray controls
  • Easy Environment controls
  • Rendering custom resolutions
  • Improvements to the Graph View: Part 1
  • Improvements to the Graph View: Part 2
  • Improvements to the Graph View: Part 3
  • Other small changes
1. Setting Up the Project
  • Creating a new substance graph
  • Saving out the package file
  • Importing resources
  • Working with the 3D view
  • Checking the material assignments
  • Setting up lighting
  • Adjusting environment reflections
  • Determining output resolution
2. Generating Maps and Detail
  • Baking the initial resource maps
  • Creating material outputs
  • Using generator nodes to create large surface detail: Part 1
  • Using generator nodes to create large surface detail: Part 2
  • Using generator nodes to create large surface detail: Part 3
  • Using generator nodes to create large surface detail: Part 4
  • Using generator nodes to create small surface detail
  • Framing our outputs
3. Building Up the Material
  • Using filters (Blend, etc.) to create the diffuse maps
  • Using filters (Normal Combine, etc.) to create the normal maps
  • Using filters (Levels, Invert & Blend, etc.) to create the roughness map
  • Making the metallic map
  • Using normal maps to create a dynamic AO element
  • Exposing needed parameters (e.g., Crack Density)
  • Applying material effects
  • Publishing a substance
  • Importing substances into a host application (Unreal Engine 4)
Conclusion
  • What's next?

Taught by

Joel Bradley

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