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Substance Designer 2020: Stylized Material Creation.
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[Image: a83088e1cd430e28998fbff4146e8f61.jpg]
Substance Designer 2020: Stylized Material Creation.
Last updated 12/2020
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 4.13 GB | Duration: 7h 23m

Learn all the fundamentals to create materials from scratch using the powerful node system of Substance Designer

[b]What you'll learn[/b]

How the PBR workflow works and how to apply it to create textures in Substance Designer

How to create more than six stylized materials with Substance Designer

A great variety of nodes and techniques to get specific textures and fit different requirements

How to export materials and configure them in different rendering engines like Marmoset Toolbag and Unreal Engine

You will create high quality stylized materials and textures with Substance Designer

You will become a master in procedural material creation with Substance Designer!

[b]Requirements[/b]

You only need the Substance Designer software (You can use the 30 days free trial)

(Optional) Marmoset Toolbag to render your materials

(Optional) Unreal Engine to create terrains

[b]Description[/b]

In this course you will learn how the PBR workflow works and all the necessary fundamentals to create high materials and stylized textures in Substance Designer and how to use them in any rendering or video game engine.We are going to see how the to navigate in the interfase and all the panels of Substance Designer, we are going to see how to use the blending modes and the masks to blend images and create any type of texture variations and we are going to see the most important nodes available in the program.With the fundamentals clear we are going to apply this knowledge creating a first basic material to follow all the material creation workflow.After the experience with the first material we continue to create one by one 6 stylized and more advanced materials with new methods, new concepts and using a great variety of techniques we can apply from the endless library of nodes that Substance Designer has.We are going to see how to blend this materials between them to create new combination of materials.In the last chapter we will see how can we render our materials to create an appealing and professional presentation for portfolio and how can we configure this materials to create terrains with them in Unreal Engine.

Overview

Section 1: Introducción

Lecture 1 Presentation of the course

Lecture 2 Instructor presentation: Jose Moreno

Lecture 3 How to get Substance Designer

Lecture 4 Downloadable Resources

Lecture 5 Facebook group

Section 2: Fundamentals

Lecture 6 The PBR Workflow and the texture maps

Lecture 7 What is Substance Designer

Lecture 8 Nodes and interfase

Lecture 9 The graph editor

Lecture 10 the 2D and the 3D view

Lecture 11 The material creation workflow

Lecture 12 The masks and the blending modes

Section 3: Nodes and patterns

Lecture 13 Preparing the graph

Lecture 14 Simple patterns 1

Lecture 15 Simple patterns 2

Lecture 16 Curved patterns

Lecture 17 Curved patterns with volume

Lecture 18 Irregular patterns

Lecture 19 Variations and deformations 1

Lecture 20 Variations and deformations 2

Lecture 21 Adding color

Lecture 22 Adding the roughness

Section 4: Ground Material

Lecture 23 Creating the base pattern

Lecture 24 Adding the pebbles

Lecture 25 Adding details and colors

Lecture 26 Fixing details and more color

Lecture 27 Final details and adding the roughness

Section 5: Sand material

Lecture 28 Creating the base pattern

Lecture 29 Fixing the cavities and adding details

Lecture 30 Adding the pebbles and the color

Lecture 31 Final details and adding the roughness

Section 6: Grass materials

Lecture 32 Creating the shape of the leaves

Lecture 33 Tiling the leaves and blocking the color

Lecture 34 Creating the flowers with shapes

Lecture 35 Blending the flowers with the grass

Lecture 36 Adding details and variations in the color

Lecture 37 Final details and roughness

Section 7: Snow texture

Lecture 38 Creating the pattern and blocking the color

Lecture 39 Adding the roughness and final details

Section 8: Woodplanks material

Lecture 40 Creating the base pattern and the veins

Lecture 41 Adding variations and blocking the color

Lecture 42 Adding the nails

Lecture 43 Adding the material and color blending

Lecture 44 Improving the details

Lecture 45 Final details and roughness

Section 9: Cobblestone

Lecture 46 Creating an adaptable pattern

Lecture 47 Adding wear in the stone

Lecture 48 Adding cracks in the stone

Lecture 49 Adding color

Lecture 50 Adding the roughness

Lecture 51 A small correction

Lecture 52 Variation 1 - Cobblestone road

Lecture 53 Variation 2 - Old castle stone

Lecture 54 Variation 3 - desert temple floor

Section 10: Mixing materials and rendering

Lecture 55 Blending cobblestone with snow

Lecture 56 Blending cobblestone with sand

Lecture 57 Exporting the texture maps

Lecture 58 Rendering our materials in Marmoset Toolbag

Lecture 59 Setting our materials in Unreal Engine (part 1)

Lecture 60 Setting our materials in Unreal Engine (part 2)

Section 11: Final chapter

Lecture 61 Conclusions

Students and artists who want to learn the most efficient workflow to create procedural and high quality materials,Anyone interested in learn the creation of procedural materials and textures,Game artists who want to expand their knowledge in material creation

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