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Pluralsight

Introduction to Substance Designer 4.6

via Pluralsight

Overview

In this Substance Designer tutorial, we'll take an introductory look at Substance Designer and learn how it brings a very unique set of features to the table for texturing assets. Software required: Substance Designer 4.6.1.

To begin, we'll learn how to create and save our first Substance Package. From here, we'll spend some time bringing in resources by importing and linking to both meshes and bitmaps. Next, we'll learn about one of my favorite features, the baking toolset inside of Substance Designer. Using this, we'll add numerous different maps to our package to help us texture our asset. After gathering all of our resources, we'll start learning how to add and connect nodes inside of some simple graphs. From here, we'll focus on building more complex materials by instancing graphs inside other graphs. After building materials and creating graphs that add texture to the majority of our asset, we'll learn how we can begin to add dynamic components to our textures that can be enabled or disabled in a host application. To wrap this course up, we'll learn how to publish our Substance Archive so that it can be used in a Substance enabled host application. After going through this Substance Designer training, you'll have a great grasp over the basics of how the Substance Designer material workflow can be used to quickly texture your own assets. Software required: Substance Designer 4.6.1.

Taught by

Eddie Russell

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