Physically Based Shading for Unity Using Substance Designer
In this Substance Designer and Unity 5 tutorial we'll learn how to create physically based shaders (PBS) for Unity 5. Software required: 3ds Max 2015, Substance Designer, Substance Painter, Bitmap2Material 3.0, Headus UVLayout, Unity 5.
What you'll learn
In this Substance Designer and Unity 5 tutorial we'll learn how to create physically based shaders (PBS) for Unity 5.Additionally, we'll look at what it takes to create a PBS materials and how to author the necessary textures for them. We'll start by using props created originally for Camouflaj's Republique and talk about the differences of how to author materials using Metal-Gloss vs. Specular-Gloss workflows. Along the way we'll use 3ds Max along with Headus to lay out our UVs followed by authoring our PBS's in Substance Designer. By the end of this Substance Designer training you'll have a solid understanding of the workflows that are required to create content using Physically Based Shading. Software required: 3ds Max 2015, Substance Designer, Substance Painter, Bitmap2Material 3.0, Headus UVLayout, Unity 5.
Table of contents
- Reviewing Unity 5 and Project Resources 3m
- Setting up Unity 5 for Pipeline 4m
- Introducing an Albedo Map 6m
- Understanding Metal-gloss and Spec-gloss Maps 5m
- Comparing Metal-gloss and Spec-gloss Maps 3m
- Discussing Normal and Ambient Occlusion Maps 4m
- Comparing Maps in Substance Designer 9m
- Converting from Spec-gloss to Metal-gloss Workflow in Unity 5 4m
- Converting Legacy Maps to Pbs Materials 8m
- Finalizing Our Candelabra's Maps 9m
- Optimizing Our Materials 9m
- Verifying Our Materials and Maps 3m
- Converting Philodendron to a Pbs Material in Bitmap2material 3.0 9m
- Finalizing Albedo Map 9m
- Hooking up Substance Designer for Our Pbs Materials 9m
- Blocking out Our High-poly Pot in 3ds Max 9m
- Baking Normal and Occlusion Maps 9m
- Finalizing Pbs Materials 10m
- Visualizing Philodendron in Unity 5 3m
- Optimizing Low Poly Model in 3ds Max 9m
- Unwrapping Character Model in Headus UVLayout 10m
- Unwrapping Character Face, Legs and Arms 10m
- Fixing UVs and Creating a Cage Mesh 9m
- Reviewing New Maps and Hooking Them up to a Pbs Material 8m
- Finalizing Mattie's Face Textures 9m
- Finalizing Face and Beginning to Texture Clothing 9m
- Adding Detail to Mattie's Clothes 9m
- Finishing Mattie's Clothing, Face, Arms and Legs 10m
- Fixing Seams and Projection Issues 9m
- Finalizing Our Character and Reviewing Pbs Materials 4m