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Substance Painter 2018 Essential Training

Substance Painter 2018 Essential Training

4h 23mBeginner2018-09-26

Authors

Wes McDermott

Wes McDermott

3D artists specializing in game art

Course details

These days, nearly every industrial visualization and game studio uses Substance Painter, making it the industry standard for texture creation, especially for physically-based rendering (PBR). In this course, Wes McDermott takes a beginner's look at Substance Painter 2018, walking you through a basic project—texturing a simple game asset. He starts with the basics, showing you how to create a new project and import the model, as well as use the integrated baking system. Next, Wes shows how to work with materials and layers and provides a primer on the brush toolset and smart materials. After you finish tackling the fundamentals, Wes shows you how to fully texturize the asset, working step-by-step through the body, tires, and cabin of the example asset, a front-load tractor. He wraps up by showing you how to create portfolio renders using Iray, the integrated path-tracing renderer in Substance Painter.

Learning objectives
Creating a new project
Baking texture maps
Fixing overlapping UVs and AO
Creating a metal material
Texturing the body, tires, and cabin of the vehicle
Applying dirt and rust
Exporting textures
Rendering in Iray

Skills covered

Substance Painter3D TexturesAllegorithmicVisualization and Real-TimeEssential Training

Concepts

0. Introduction

  • 01 - Learning Substance Painter
  • 02 - What to know
  • 03 - Exercise files

1. Creating a Project

  • 04 - Creating a project and importing the mesh
  • 05 - Navigating the views
  • 06 - Understanding texture sets and settings
  • 07 - Understanding display settings
  • 08 - Setting up a shader
  • 09 - Importing content

2. Baking Textures

  • 10 - Baking the maps for the project
  • 11 - Using Match By Mesh Name
  • 12 - Fixing overlapping UVs
  • 13 - Fixing ambient occlusion (AO) using Clone Brush

3. Creating a Metal Material

  • 14 - Creating the base material
  • 15 - Adding scratches to the roughness
  • 16 - Creating edge wear
  • 17 - Creating and applying a Smart Material

4. Texturing the Body

  • 18 - Creating the base and rust material
  • 19 - Masking the rust with effects and generators
  • 20 - Instancing the material
  • 21 - Refining the rust on the bucket
  • 22 - Finishing the bucket
  • 23 - Texturing the back
  • 24 - Adding a second painted material
  • 25 - Continuing to apply materials
  • 26 - Mirroring details
  • 27 - Painting bolts
  • 28 - Improving the metal

5. Texturing the Tires and Cabin

  • 29 - Creating the rubber
  • 30 - Texturing the rims
  • 31 - Texturing the cabin inside
  • 32 - Texturing the windshield

6. Applying Decal Textures and Overall Dirt

  • 33 - Texturing the lights
  • 34 - Using the UV projection manipulator
  • 35 - Creating the dirt material

7. Exporting and Using Textures

  • 36 - Using export configurations
  • 37 - Rendering in Iray

Conclusion

  • 38 - Next steps

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