Physically-based Rendering in Substance Painter
In this Substance Painter tutorial, we'll learn how to texture a 3D model from scratch using a physically-based rendering (PBR) workflow. Software required: 3ds Max 2015, Substance Painter 1.4, Marmoset Toolbag 2.
What you'll learn
In this Substance Painter tutorial, we'll learn how to texture a 3D model from scratch using a physically-based rendering (PBR) workflow. While the workflow in this tutorial is dedicated more to game assets, most of the techniques can be applied to any CG asset. First, we'll look at the steps required to create PBR textures from scratch, starting with using 3ds Max to set up our meshes. We'll then use Substance Painter to texture our model using different tools and techniques to create our texture maps in a non-destructive way. By the end of this Substance Painter training, you'll be able to master different techniques to work efficiently and easily texture your 3D models using PBR textures. Software required: 3ds Max 2015, Substance Painter 1.4, Marmoset Toolbag 2.
Table of contents
- Preparing Our Mesh in 3ds Max 10m
- Setting up Our Substance Painter Project 7m
- Creating Base Materials 8m
- Creating Additional Mask 6m
- Creating an Emissive Channel 8m
- Detailing Painted and Metallic Materials 10m
- Finishing Our Detailed Materials 8m
- Adding Details to Wheels and Tires 6m
- Detailing the Exhaust Pipe 9m
- Using a Custom Tool to Detail Seat 8m
- Adding Details to the Dashboard 10m
- Using the Brush Stencil Functionality to Add Decals 9m
- Adding an Opacity Channel 13m
- Adding Global Dirt Effect and Creating Custom Particles Tool 13m
- Creating an Export Preset for Marmoset Toolbag 2 6m
- Setting up Marmoset Toolbag 2 Scene 10m