Description
Course info
Level
Intermediate
Updated
Feb 18, 2015
Duration
4h 0m
Description

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.

About the author
About the author

Eddie is the dedicated Pluralsight texturing and rendering tutor. His roots are firmly planted in a deep background in illustration and design, and Eddie lives to express himself through his art. Eddie has been with Pluralsight (and previously Digital-Tutors) for four-plus years, teaching creative artists to expand their knowledge on everything from design and illustration, to hand painting beautiful textures for their models.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi, I'm Eddie Russell, and in this series of lessons, 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. Now the first thing you need to know about Substance Designer is that is it not a 3D painting program. Instead Substance Designer harnesses the power of the node graph to unleash texture onto our assets. 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 the asset. After gathering all of our resources, we'll start learning how to add and connect nodes inside 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 course, 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. So let's go ahead and get started with our next lesson.