Texturing is a mandatory step in the creation of most types of game assets. The artist responsible for texturing an asset gives it a coat of paint that defines each of its surfaces telling the audience what it looks like and what its made out of. In this course, Texturing Game Characters in Substance Painter, you will dive into the process of painting textures for a multi-material game character that is bound for Unity using Substance Painter. First, you will walk through the texturing process step-by-step until every piece has been painted. Then, you will learn about powerful features in Substance Painter like map baking, Smart Materials, and generators. By the end of this course, you will unlock your creative potential for texturing models for games. Required Software: Substance Painter 2017.4.2, Maya 2018.
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.
Course Overview Hello everyone, my name is Eddie Russell, and welcome to my course Texturing Game Characters in Substance Painter. I'm an author and curriculum manager for Pluralsight, and I've been creating courses for both Digital-Tutors and Pluralsight for over eight years now. Texturing is a mandatory step in the creation of most types of modern game assets. This magical step is where the assets gain their personality, and in the case of a character, a breath of life is breathed into it. The artist responsible for texturing an asset gives that asset a coat of paint that defines each of its surfaces, telling everyone what it looks like and what it's made out of. This course will dive into the process of painting textures for a multi-material game character that is bound for the Unity game engine using Substance Painter. We'll walk through this process step by step until every piece has been painted. Along the way, you can expect to learn things like how to set up a project with your game mesh, and bake all of the supporting maps in Substance Painter, how to create textures using a non-destructive layer-based workflow, how to take one of the smart materials in Substance Painter and customize it to fit your own creative vision, and how to use features like filters and generators as tools in your workflow to help unlock your creative potential. By the end of this course, you'll have a good understanding of the process for texturing game characters in Substance Painter. With that said, let's go ahead and get started in the next module.
Project Setup and Map Baking Hello, and welcome to Project Setup and Map Baking. My name is Eddie Russell, and in this module, we'll get started by learning how we can create a project in Substance Painter to paint textures in using our Game Resolution asset. We'll learn about mesh normals and why they are important to understand prior to getting started texturing. Next we'll learn how to modify vertex normals and UVs based on these modifications over inside Maya. Lastly, we'll learn how to bake all of the supporting texture maps we'll need in Substance Painter, and then how we can fix any potential errors that might be in those baked maps, before moving forward. With that said, let's go ahead and get started with our next clip.
Texturing the Character’s Hair Hello, and welcome to Texturing the Character's Hair. My name is Eddie Russell, and in this module, we'll learn about destructive and non-destructive workflows, and layer-based painting strategies for texturing. We'll learn about paint layers, fill layers, and layer masking inside Substance Painter. We'll also learn about Substance Painter's material system and how layers can contribute to the look of a material. And lastly, we'll learn how we can use and customize Substance Painter's paintbrush tool with its properties. Alright, great, so let's go ahead and get started with our next clip.
Texturing the Character’s Clothing Hello, and welcome to Texturing the Character's Clothing. My name is Eddie Russell, and in this module, some of the things that you can expect to learn are how to approach and plan for more complex texture sets, how the workflows that we've already learned in the previous module can be used to create much more highly detailed textures, how to use generators to create procedural detail inside your textures, and how to use and customize smart materials to define the look of a specific area in your textures. Alright, with that, let's go ahead and get started in our next clip.
Texturing the Character’s Armor and Accessories Hello, and welcome to Texturing the Character's Armor and Accessories. My name is Eddie Russell, and in this module, we'll continue working on the clothing texture set, focusing on creating a custom look for both the metal and leather pieces of our character using Substance Painter's smart materials. We'll also expand our knowledge of effects through continued usage of both filters and generators with our layers and masks. We'll learn how to identify missing visual elements for an area like dirt or dust, and how to begin creating those. And lastly, we'll learn about some creative uses for blend modes on both layers and effects. So with that, let's go ahead and get started in our next clip.
Texturing the Character’s Body Hello, and welcome to Texturing the Character's Body. My name is Eddie Russell, and in this module, we'll start by exploring the various skin materials in Painter, and choose the right smart material for our character. We'll identify some missing skin details, and begin to create them based on our concept artwork. We'll learn how we can paint symmetrical details here in Substance Painter, as well as how we can begin to instantiate details across texture sets. Lastly, we'll learn how to export all of our finished textures out of Substance Painter for Unity. So let's go ahead and get started in our next clip.