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Creating Hand Painted Textures in Substance Painter

by Nathan Glemboski

In this course, you'll learn techniques that will allow you to create beautiful and believable painterly textures with nothing but a base color map. Software required: Substance Painter 2.5.

What you'll learn

Flat, painterly textures have been used as a way around technical limitations in video games for years, but with some care and the right techniques they can really take on a unique and valid look of their own. In this course, Creating Hand Painted Textures in Substance Painter, you'll learn how to make something look beautiful and believable while relying entirely on what we can do in our base color map. First, you'll explore how to create realistic looking metal effects without any real reflections to depend on. Next, you'll learn how to paint believable weather and grime. Finally, you'll cover techniques for creating organic surfaces, such as stylized wood and fruit. By the end of this course, you'll be making your own beautiful painterly textures with an understanding of the concepts and just one brush. Software required: Substance Painter 2.5.

Table of contents

Course Overview

Course FAQ

Who is this course for?

This course is for animators and artists who want to communicate detail and lighting with nothing more than a color map, creating hand painting in Substance Painter.

What will I learn in this course?

This course will teach hand painted texture techniques like ambient occlusion and lighting, painting believable weathering and grime, and creating the illusion of organic materials with nothing but color.

What prerequisites do I need?

You should already be familiar with normal Substance Painter workflows and tools.

What version is required?

This course uses Substance Painter 2.5 to create hand painted textures.

About the author

At an early age Nathan Glemboski knew that he wanted to be an animator. Through his teen years he worked in Animation Master on various indie game projects until he attended Animation Mentor in 2007. After graduating in 2009 he moved to Tulsa, OK to work at Steelehouse Productions as a character animator. His passion for animation is only matched by his excitement for the budding VR industry and it’s potential for character animation.

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