Creating Painted Metal in Substance Designer
Offered By: LinkedIn Learning
Course Description
Overview
Embark on a start-to-finish project that results in a fully procedural "painted metal" material in Substance Designer.
Walk through the creation of a fully procedural "painted metal" material in Substance Designer. 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.
Walk through the creation of a fully procedural "painted metal" material in Substance Designer. 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.
Syllabus
Introduction
- Welcome
- What you should know before watching this course
- Using the exercise files
- Overview of scene setup
- 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
- 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
- Exposing parameters, part 1
- Exposing parameters, part 2
- What next?
Taught by
Joel Bradley
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