2015
Lynda
Joel Bradley
1:05
English
Walk through the creation of a fully procedural "painted metal" material in Substance Designer 5.3.3. The finished material can be output as either a set of finished bitmaps or an easy-to-use and highly configurable Substance package, which can be used in offline render engines such as mental ray and V-Ray or real-time engines such as Unreal Engine and Unity. Joel Bradley has designed this set of tutorials to take you from start to finish, from creating the details and diffuse coloration, to building depth and texture with normal and roughness maps, to adding the final touches that will allow the material to be fully customized by future texture artists.
Introduction
Welcome
What you should know before watching this course
Using the exercise files
Overview of scene setup
1. Creating Detail and Diffuse Coloration
Creating pitted detail
Warping the pitted detail
Creating our dent tile
Distributing our dents
Building in some scratches
Blending and inverting the scratches
Adding color to the mix
Building some dirt
Finishing and applying our dirt mask
2. Breaking Up the Surface with Normal and Roughness Information
Creating the normal maps
Blending the normal maps
Creating the roughness map, part 1
Creating the roughness map, part 2
Adding the ambient occlusion and metallic maps
3. Adding the Final Touches
Exposing parameters, part 1
Exposing parameters, part 2
Conclusion
What next?
lynda.com/Substance-Designer-tutorials/Substance-Designer-Painted-Metal/371547-2.html
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