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Substance Painter: Petrol Pump Game Asset

Substance Painter: Petrol Pump Game Asset

1h 32mIntermediate2016-05-20

Authors

Joel Bradley

Joel Bradley

3D Artist, Trainer on 3ds Max and Maya

Course details

Substance Painter is shaking up the asset development workflow in the 3D game industry. To introduce users to the tools and techniques in Substance Painter, Joel Bradley introduces another fun, basic project that starts with an existing model from 3ds Max and ends with a completely textured asset that can be used in any game engine. The petrol pump featured in this project requires materials like painted metal, bare metal, rubber, plastic, and glass. Joel will show how to use custom bitmaps, custom materials from Substance Designer, fill layers, and particle brushes to apply the textures and create realistic wear and tear. By the end of the course, you'll have another Substance Painter project under your belt and a new asset for your library.

Learning objectives
Setting a mesh for importing
Creating a new project
Baking maps
Using custom bitmaps, substances, and tools
Adding fill layers
Masking elements
Adding substances
Working in the 3D and 2D views
Using particle brushes to add dirt and grime

Skills covered

Substance Painter3D TexturesAllegorithmicProjectVisualization and Real-Time

Concepts

0. Introduction

  • 01 - Welcome
  • 02 - What you should know before watching this course
  • 03 - Using the exercise files

1. Setting Up Our Substance Painter Project

  • 04 - Setting up a mesh for importing into Substance Painter, part 1
  • 05 - Setting up a mesh for importing into Substance Painter, part 2
  • 06 - Creating a new project
  • 07 - Baking out some important maps
  • 08 - Adding an opacity channel
  • 09 - Adjusting the viewer settings

2. Customizing Our Painter Tools

  • 10 - Importing custom bitmaps
  • 11 - Using our own substances from Substance Designer
  • 12 - Setting up custom tools

3. Using Substances and Masks to Paint Our Object

  • 13 - Setting up the Worn Red paint group
  • 14 - Adding our fill layers
  • 15 - Using the Mask Builder for detail
  • 16 - Using the ID channel pass to mask the group
  • 17 - Masking the exposed metal sections
  • 18 - Setting up and masking more painted metal
  • 19 - Adding the metal and paint substances
  • 20 - Creating the rubber
  • 21 - Creating transparent glass
  • 22 - Adding weathered plastic to the model

4. Adding Unique Details with Stencils and Particles

  • 23 - Using the 3D view for decals
  • 24 - Painting in the 2D view
  • 25 - Setting up a particle brush
  • 26 - Adding specific dirt with particles
  • 27 - Adding dirt to the overall model

Conclusion

  • 28 - What next

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