Baking Texture Maps in Substance Designer
Substance Designer has a powerful tool set for baking--this course will teach you how to use it. You'll learn about types of bakers, creating texture maps, and even how to make more specialized map types. Software required: Substance Designer 5.3.2.
What you'll learn
Whether you are baking maps as part of your pipeline for use in other applications or if you're baking them for use inside a substance you are working on, Substance Designer provides a robust and fast tool-set for baking. This course, Baking Substance Texture Maps in Substance Designer, will touch on each of the available bakers, teaching you how to use them to get good, clean texture maps baked out for your own projects. You'll start out learning how to bake two very common types of texture maps, Ambient Occlusion and Normal maps. From there, you'll continue working through the bakers and take a look at an extremely useful baker that can bake color information from material color or ZBrush polypaint to a low-resolution UV layout. Finally, you'll continue on and learn how to bake curvature maps, height maps, and a number of other specialized map types. After finishing this course, you'll be able to use Substance Designer for all of your baking needs. Software required: Substance Designer 5.3.2.
Table of contents
- Using the Ambient Occlusion Bakers 14m
- Using the Normal Bakers 9m
- Using the Color Map from Mesh Baker 8m
- Using the Convert UV to SVG Baker 4m
- Using the Curvature Baker 7m
- Using the Height Map from Mesh Baker 12m
- Using the Opacity Mask from Mesh Baker 6m
- Using the Position Baker 6m
- Using the Thickness Map from Mesh Baker 7m
- Using the Transferred Texture from Mesh Baker 6m
- Using the World Space Bakers 7m