Physically Based Shading for Unity Using Substance Designer

In this Substance Designer and Unity 5 tutorial we'll learn how to create physically based shaders (PBS) for Unity 5. Software required: 3ds Max 2015, Substance Designer, Substance Painter, Bitmap2Material 3.0, Headus UVLayout, Unity 5.
Course info
Rating
(11)
Level
Advanced
Updated
Feb 27, 2015
Duration
3h 44m
Table of contents
Description
Course info
Rating
(11)
Level
Advanced
Updated
Feb 27, 2015
Duration
3h 44m
Description

In this Substance Designer and Unity 5 tutorial we'll learn how to create physically based shaders (PBS) for Unity 5.Additionally, we'll look at what it takes to create a PBS materials and how to author the necessary textures for them. We'll start by using props created originally for Camouflaj's Republique and talk about the differences of how to author materials using Metal-Gloss vs. Specular-Gloss workflows. Along the way we'll use 3ds Max along with Headus to lay out our UVs followed by authoring our PBS's in Substance Designer. By the end of this Substance Designer training you'll have a solid understanding of the workflows that are required to create content using Physically Based Shading. Software required: 3ds Max 2015, Substance Designer, Substance Painter, Bitmap2Material 3.0, Headus UVLayout, Unity 5.

About the author
About the author

Stephen Hauer is currently the Art Director for Camouflaj Game Studio.

More from the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hi, everyone. My name is Steven Howard. I'm the art director. Camouflage game studios here in beautiful Bellevue, Washington. During my time, a camouflage I helped ship Republic episodes one through three on PC IOS and Android devices. If you're into stealth action games with strong female protagonist, then I think this is a game for you. Prior to finding out home my camouflage, I worked at a number of studios with Microsoft's game division. I worked on such titles as Halo, for I worked at the R and D division on Connect. Prior to that, I worked at Force It to flights in 10 Transom, too, and a few other titles. And this course we're gonna be looking at physically shading within unity. Five. Some the key takeaways from watching this course. We'll include learning about Fizzy Bay shading with immunity. Five. The differences of authoring content in a fiscal officiating pipeline. Using speck lost versus a metal rough workflow, we're gonna take a look at a few programs by algorithmic such a substance designer substance painter that map to material 3.0, and finally we're gonna take all the ___ we just authored for physically shading and We're gonna drop that into Union Five and take a look at them. By the end of this training, you will have learned everything necessary for establishing your own physically base shading pipeline camouflage and I are excited to work with digital tutors and shared these techniques with you. So let's get started with the first lesson.