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Texturing Sci-fi Game Assets in Substance Designer

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Victor Kam

2:45:11

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  • 01. Introduction and Project Overview.mp4
    00:42
  • 02. Creating Normal Map Based Off Linework.mp4
    05:58
  • 03. Extruding Panels with the Bevel Tool.mp4
    06:08
  • 04. Developing Normal Mapping Workflow.mp4
    08:32
  • 05. Adding Layers to Our Normal Mapper.mp4
    07:51
  • 06. Exposing Normal Map Parameters.mp4
    09:28
  • 07. Reviewing the Final Normal Map.mp4
    05:59
  • 08. Baking Mesh Data.mp4
    07:50
  • 09. Creating the Base Metal Material.mp4
    07:26
  • 10. Instancing the Tri-planar Node.mp4
    06:09
  • 11. Creating the Base Paint Material.mp4
    07:14
  • 12. Adding Striping to Material.mp4
    05:32
  • 13. Modulating Our Stripe Layer.mp4
    05:03
  • 14. Creating the Base Glass Material.mp4
    05:21
  • 15. Exposing Parameters on the Base Materials.mp4
    05:22
  • 16. Blending Materials.mp4
    05:46
  • 17. Building Our Bank of Decals.mp4
    05:40
  • 18. Placing Decals.mp4
    04:07
  • 19. Adding Emissive Lighting.mp4
    08:21
  • 20. Creating Wear and Tear.mp4
    09:06
  • 21. Creating the Master Node.mp4
    07:54
  • 22. Tweaking the Master Node.mp4
    06:37
  • 23. Begin Texturing the Drone.mp4
    08:53
  • 24. Finishing the Drone and Turret Texture.mp4
    08:57
  • 25. Reviewing the Final Models.mp4
    05:15
  • Description


    In this Substance Designer tutorial, we'll learn how to texture game assets using a spaceship as an example. Software required: Substance Designer 5.1.1, Inkscape 0.42.

    What You'll Learn?


      In this Substance Designer tutorial, we'll learn how to texture game assets using a spaceship as an example. Along the way, we'll be creating custom nodes to speed up our workflow that can also be used for future projects as well as exposing useful parameters so other artists can easily tweak values. By the end of this Substance Designer training, you'll learn how to texture game assets using a master node graph that'll allow us to plug in brand-new assets to give us quick, easy, and consistent textures. Software required: Substance Designer 5.1.1, Inkscape 0.42.

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    Victor Kam has worked in several roles within the gaming industry. He started straight out of school as a level designer at Electronic Arts for the Need for Speed series where he learned what it takes to build worlds with design and gameplay in mind. He then became part of the team at United Front Games building the vast world of Sleeping Dogs where he slowly shifted into the realm of environmental art. On the side, he was able to pick up technical skills such as using MAXscript and shader networks. He found his passion for developing high quality assets using Unreal 4 and the latest Substance tools during a brief stint teaching level design at the Vancouver Film School. He is highly motivated and curious about technology, always looking for faster and more efficient ways to create high quality art.
    Pluralsight, LLC is an American privately held online education company that offers a variety of video training courses for software developers, IT administrators, and creative professionals through its website. Founded in 2004 by Aaron Skonnard, Keith Brown, Fritz Onion, and Bill Williams, the company has its headquarters in Farmington, Utah. As of July 2018, it uses more than 1,400 subject-matter experts as authors, and offers more than 7,000 courses in its catalog. Since first moving its courses online in 2007, the company has expanded, developing a full enterprise platform, and adding skills assessment modules.
    • language english
    • Training sessions 25
    • duration 2:45:11
    • level advanced
    • Release Date 2023/10/15