In this course you will learn how to create your first Substance Material using a practical, real world example. You do not need any previous experience with Substance 3D Designer.
The course is divided into four chapters:
Ch1: Discusses workflow, Substance 3D Designer and node architecture
Ch2: Creating the height data
Ch3: Creating maps such as roughness, base color
Ch4: Material layering, exporting textures and publishing sbsar files
In this video we take an introductory look at what Substance Designer is and what it is used for.
In this video we take a look at what a node in Substance Designer represents.
In this video, we take a look at the workflow used to create the material in this course.
In this video we will go through the overall project settings when creating a Substance package.
In this video we setup the base material node, which we will pipe all of our data through.
In this video we start the process of creating the main large form shapes.
In this video we start building out the small shapes.
In this video we finish up creating the small shapes.
In this video we will create shapes we can use with the Shape spatter node.
In this video we will use the Shape Splatter node to create medium level shapes (dirt mounds ).
In this video we will use the Shape Splatter node to create small level shapes (dirt mounds ).
In this video we are going to create some pebble shapes and scatter them across the ground using Shape Spatter node.
In this video we will create a subgraph in our package for creating twig shapes.
In this video you will learn how to expose parameters.
In this video we will scatter the twig shapes across the ground using the Shape Spatter node.
In this video we will create the roughness map as well as a parameter for controlling the overall roughness amount.
In this video we will begin work on the albedo map by first colorizing the ground.
In this video we will create the base color for the rocks/pebbles shapes.
In this video we go back to the twig subgraph and add some cracks to the twig shape.
In this video we will create the base color for the twigs.
In this video we take a look at how to control the color depth per node in order to optimize the RGB compute of the graph.
In this video we will add a dirt pass across the surface as an overall integration layer for all of the shapes in the material.
In this video we will discuss how to export textures out Substance Designer.
In this video we take a look at publishing an sbsar file.