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Realistic Texturing of Modular Structures in Substance Painter 2

This course is an introduction to using Substance Painter 2 while also showing techniques for texturing modular structures and no prior experience is required. Software required: Substance Painter 2, Unreal Engine 4

Intermediate
2h 42m
(30)

Created by Dan John Cox

Last Updated Dec 05, 2022

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  • Course

Realistic Texturing of Modular Structures in Substance Painter 2

This course is an introduction to using Substance Painter 2 while also showing techniques for texturing modular structures and no prior experience is required. Software required: Substance Painter 2, Unreal Engine 4

Intermediate
2h 42m
(30)

Created by Dan John Cox

Last Updated Dec 05, 2022

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What you'll learn

In this course you'll texture modular structures to finish up your game assets. You'll look at texturing all the parts procedurally with Substance Painter 2, which will allow you to best reuse the parts you've modeled. In this course, Realistic Texturing of Modular Structures in Substance Painter 2, you'll explore how to use the procedural tools inside Substance Painter 2 to accomplish texturing a modular structure quickly and beautifully giving you more time to focus on pure quality. First, you'll learn getting a practical understanding of the Substance Painter 2 interface. Next, you'll discover how to create stone and metal procedural textures from scratch. Finally, you'll learn how to import your own textures into Unreal with standard and custom export settings. By the end of this course, you'll gain a detailed understanding of Substance Painter 2 while learning how to make your own compelling textures from modular structures. Software required: Substance Painter 2, Unreal Engine 4.

Realistic Texturing of Modular Structures in Substance Painter 2
Intermediate
2h 42m
(30)
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About the author
Dan John Cox - Pluralsight course - Realistic Texturing of Modular Structures in Substance Painter 2
Dan John Cox
21 courses 4.6 author rating 359 ratings

Dan John Cox has worked in the games industry for 8 years as both an environmental, concept, and character artist.

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