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Introduction To Substance Painter 2018

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Christophe Desse

3:50:18

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  • 01 Introuction.mp4
    03:14
  • 02 Interface.mp4
    17:12
  • 03 Display and Viewport Features.mp4
    06:23
  • 04 Transparency And Iray Intro.mp4
    02:59
  • 05 Texture Set And Materials.mp4
    07:23
  • 06 Smart Materials And Projections.mp4
    05:52
  • 07 Stencils.mp4
    03:28
  • 08 Maps Baking.mp4
    05:40
  • 09 Anchor Points And UV Re Project.mp4
    11:11
  • 10 Sample Monkey Rendering In Iray.mp4
    05:47
  • 11 ScoutWalker Baking Maps.mp4
    07:34
  • 12 ScoutWalker Driver 1st Pass.mp4
    26:39
  • 13 ScoutWalker Walker Body 1st Pass.mp4
    07:36
  • 14 ScoutWalker Walker Addon 1st Pass.mp4
    13:08
  • 15 ScoutWalker Walker Legs and Ground 1st Pass.mp4
    12:56
  • 16 ScoutWalker Turning The Lights On.mp4
    11:52
  • 17 ScoutWalker Texturing The Eyes And Eniroment Test.mp4
    08:50
  • 18 ScoutWalker Texturing The Ground with S Source.mp4
    03:16
  • 19 ScoutWalker Detailing The Body And Legs.mp4
    11:39
  • 20 ScoutWalker Detailing The Addon And Driver.mp4
    10:56
  • 21 ScoutWalker Detailing The Helmet And Nails.mp4
    04:17
  • 22 ScoutWalker Marking In 3D View.mp4
    15:49
  • 23 ScoutWalker Adding Marring In UV View And More Details.mp4
    11:33
  • 24 ScoutWalker Final Renders Open GL And Iray.mp4
    15:04
  • CDE08 ProjectFiles.zip
  • Description


    Allegorithmic’s Substance Painter has become a standard tool at studios around the world for texturing game assets. In this title, lead technical artist Christophe Desse takes us through the paces of learning Painter by sharing his production proven techniques and workflow . His direct approach allows the student to learn how to quickly tackle projects without feeling overwhelmed with the interface, terminology or workflow. Starting with a detailed introduction to the tools and features, Christophe then goes deeper into the workflow of Substance Painter showing the texturing process on a full project by texturing a detailed walker-bot model and its driver. This allows him to share his workflow for texturing both character and hard surface models. He shares various techniques that can be used to texture various components while discussing how to handle the various material settings and maps. Many different types of materials are textured and demonstrated, providing a thorough insight into Christophe’s methodology. Topics include the Painter interface, display and viewport features, transparency and Iray, Textures Sets and Materials, Smart Materials, Projections, Stencils, Baking, Anchor Points, and how to approach hard surface weathering and detailing.

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    Focused display
    Christophe Desse
    Christophe Desse
    Instructor's Courses

    Technical Artist, Naughty Dog

    Christophe worked as a special effect artist and modeller for advertising, tv, film, and games in France, Germany and Singapore. He is curently working at Naughty Dog in Santa Monica as an environement artist. He started to tinker with 3d software back in 1991, and is now experienced with most industry-standard packages. When he is not working on industry defining AAA titles at work ( uncharted 1, uncharted 2 uncharted 3, the last of us ,uncharted 4 ), Christophe enjoys creating cartoony or stylized characters and super charged muscle cars.

    The Gnomon Workshop provides training that both educates and inspires for visual effects artists, concept designers, sculptors and comic book illustrators ...
    • language english
    • Training sessions 24
    • duration 3:50:18
    • Release Date 2023/06/21

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