Setting up and creating a texturing and shading workflow is a must for any 3d artist working in interior architecture. Here, you will learn how to import and realistically texture models in Substance Painter, then import and render within 3ds Max.
Learning a texturing workflow is one way to advance your texturing game to the forefront of what CG artists are currently creating. In this course, Shading and Texturing Interior Architecture with Substance Painter and V-Ray for 3ds Max, you will learn how Substance Painter 2017 is used in architectural renderings to create custom textures. First, you will produce several photorealistic 8K texture maps that will bring a higher level of realism to the objects in your scene. Then, you will discover how to set up your materials in 3Ds Max and V-Ray 3.4 to give you more control over the material. Last, you will render the scene to produce realistic results. By the end of this course, will you know how to take your modeled assets from within 3Ds Max, texture them in Substance Painter, and correctly bring everything back into 3Ds Max while rendering in V-Ray. Software required: Substance Painter, V-Ray, and 3ds Max.
Kyle is the owner of a small creative agency based in Long Beach, CA. Working as the Art Director and 3D generalist, Kyle specializes in product and architectural visualizations and animations.
Section Introduction Transcripts
Section Introduction Transcripts
Course Overview Hello, everyone. My name is Kyle Jones and welcome to my course, Interior Visualizations with Substance Painter and V-Ray for 3ds Max. I'm a 3D artist for my company, Pixel Wave and I specialize in product and architectural renderings. I've created assets for companies like Ultimate Ears, Hyundai, Dyson, Netflix just to name a few. In this course you will learn how to use Substance Painter to increase your texture game for interior renderings. Some of the major topics that we will cover are prepping your models for Substance Painter, creating textures using procedural assets within Substance Painter. We're going to create common materials like woods, glass, fabrics, and ceramics, and then you'll learn how to correctly set up your materials afterwards back in 3ds Max. By the end of this course you'll learn how to take your modeled assets from 3ds Max, texture them in Substance Painter, and then move everything back over while rendering within V-Ray. Before this course it would be wise if you had a basic understanding of modeling, UV mapping, texturing and rendering, but if you don't, it's not a problem. I will provide you with assets that you can use along the way so you can focus on the core of this course, which is actually texturing models in Substance Painter. I hope you'll join me on this journey to learn how to integrate Substance Painter into your texturing workflow with Interior Visualizations with Substance Painter and V-Ray for 3ds Max at Pluralsight.
Baking Support Maps in Substance Painter 2 Hello and welcome to Interior Visualizations with Substance Painter and V-Ray for 3ds Max. I know you guys are really excited to jump into Substance Painter and start texturing right away; however, there are some things I want to cover about model prepping prior to exporting out of 3ds Max. Those are optimizing our models UVs so that Substance Painter has an okay time reading them. Exporting one object with multiple texture sets. High poly normal baking, so going from a low poly asset, taking a high poly asset and moving those normals over, and then also baking additional maps within Substance Painter so that we have full control over things like smart materials and smart masks. I also wanted to kind of show you the scene and what you guys are going to be working with in this class. We have a chair here that we're going to be dealing with some wood and some cloth textures. We have a table that we're going to be using metal and glass textures, and then we have a vase that I thought we can kind of just have some fun with, get a little abstract, maybe some glossy areas, maybe some matte areas, something like that. Ultimately, I want to make sure you leave obviously with the knowledge of Substance Painter, but also with a great render that you can use for something like a portfolio. I'll try to make this next portion quick so we'll see you in the next clip.