Introduction to Substance Designer 4.6
In this Substance Designer tutorial, we'll take an introductory look at Substance Designer and learn how it brings a very unique set of features to the table for texturing assets. Software required: Substance Designer 4.6.1.
What you'll learn
To begin, we'll learn how to create and save our first Substance Package. From here, we'll spend some time bringing in resources by importing and linking to both meshes and bitmaps. Next, we'll learn about one of my favorite features, the baking toolset inside of Substance Designer. Using this, we'll add numerous different maps to our package to help us texture our asset. After gathering all of our resources, we'll start learning how to add and connect nodes inside of some simple graphs. From here, we'll focus on building more complex materials by instancing graphs inside other graphs. After building materials and creating graphs that add texture to the majority of our asset, we'll learn how we can begin to add dynamic components to our textures that can be enabled or disabled in a host application. To wrap this course up, we'll learn how to publish our Substance Archive so that it can be used in a Substance enabled host application. After going through this Substance Designer training, you'll have a great grasp over the basics of how the Substance Designer material workflow can be used to quickly texture your own assets. Software required: Substance Designer 4.6.1.
Table of contents
- Creating and Saving Your First Substance Package 11m
- Adding Mesh Resources to a Substance Package 12m
- Adding Bitmap Resources to a Substance Package 11m
- Baking Additional Bitmap Resources 13m
- Baking Ambient Occlusion Maps 8m
- Creating Graphs and Connecting Existing Maps 12m
- Creating the Remaining Base Graphs 11m
- Creating Groups and Nesting Graphs 9m
- Creating Dirt Graphs 11m
- Beginning to Create a Wear Material for the Pants 11m
- Adding Additional Wear to the Wear Material 10m
- Adding Dirt to the Pants Wear Material 9m
- Blending Utility Graphs into the Lower Body Material 12m
- Continuing to Blend Utility Graphs into the Lower Body Material 15m
- Setting up Materials for Jacket Wear 13m
- Adding Additional Wear to the Jacket 13m
- Mixing Dirt with the Jacket Wear 13m
- Adding a Decal to the Jacket 10m
- Creating and Blending a Wetness Material 14m
- Exposing Parameters for Host Applications 9m
- Adjusting Graph Resolution 10m
- Publishing a Substance 4m