Texturing a Game Character in Substance Painter and Designer

In this course, you'll learn how to texture a character for use on multiple game engines and speed up your workflow. Software required: Maya 2016, ZBrush 4R7, Substance painter 1.42, Substance Designer, Marmoset Toolbag, Unreal Engine.
Course info
Rating
(15)
Level
Advanced
Updated
Mar 17, 2016
Duration
7h 10m
Table of contents
Introduction and Project Overview
Texturing a Game Character in Substance Painter and Designer
Using a Metalness Workflow 4m Breaking Down the Concept into Materials 9m Setting UV Maps for Use with Shaders 7m Assigning Material ID Colors for the Skin and Hair 7m Designating ID Colors for the Lower Body 7m Assigning ID Colors for Armor 13m Finishing Assigning ID Colors 5m Preparing for Map Baking in Substance Tools 8m Baking Maps in Substance Painter 5m Assigning Basic Materials to Skin and Hair 8m Designating Basic Materials to the Lower Body 12m Assigning Basic Materials to the Upper Body 8m Designating Basic Materials to the Upper Body Axes 12m Evaluating Simple Materials Ready for Painting 8m Placing Under Subdermal Layers Using Warm and Cool Colors 10m Painting Veins 9m Adding Weathering to the Skin 10m Finalizing the Skin Painting 13m Painting Lower Body Leather Parts 9m Adding Variation to Materials for Upper Body 6m Masking Using Polygons 11m Finishing the Upper Body Basic Materials 4m Exporting Maps to Substance Designer 5m Combining Maps in Substance Designer 9m Exporting a Substance from Designer 3m Bringing a Substance into Marmoset Toolbag 5m Correcting Initial Maps 4m Painting Masks in Substance Painter 7m Connecting Substance Painter and Designer 7m Adding Drives to Sweat Layer 11m Finishing the Sweat Layer 5m Creating Cavity Maps to Help Add Detail to Maps 14m Adding Weave Details to Fabrics 10m Fixing Weave Direction and Rotating UV Shells 7m Adding Controllable Wear to the Leather 9m Exposing Controls for the Lower Body Leather 7m Preparing Upper Body for Multi-material Editing 3m Setting up Axes to Be Controllable 13m Setting up Amour Wear 8m Creating Crevice Dirt 11m Creating Mud Substance 15m Exposing Mud Controls 10m Adding Mud to the Lower Body 11m Creating a Blood Mask in Substance Painter 6m Applying Gold Pinstriping to the Model 7m Exporting Maps from Substance Painter 1m Creating a Switch for the Blood Layer 10m Setting up the Blood Roughness Channel 9m Cleaning up Substances for Exporting 6m Importing Substances into Marmoset Toolbag 10m Setting up an Eye Shader 8m Importing Substances into Unreal Engine 11m
Description
Course info
Rating
(15)
Level
Advanced
Updated
Mar 17, 2016
Duration
7h 10m
Description

Speed up your texturing workflow and create fascinating, detailed characters at the same time. In Texturing a Game Character in Substance Painter and Designer, you'll learn how to texture a character for use on multiple game engines. You'll create controllable, tweakable substances that will help tell the story of the character, as well as speed up the workflow for creating multiple physically-based materials. At the end of the course, you'll have textured a character and placed that character in Marmoset Toolbag and Unreal Engine 4. Software required: Maya 2016, ZBrush 4R7 , Substance painter 1.42, Substance Designer, Marmoset Toolbag, Unreal Engine.

About the author
About the author

David is a passionate 3D artist that has been toying with the 3D medium since he was 13 year old. This enthusiasm never left him and has lead him into a career that has let him work on both games and feature films.

Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi everyone, my name is David Connely, I am currently a freelance artist who is based in London, who has worked with clients in both the games and the film industry. In this course we are not only going to learn how to create the substances that will speed up your own personal workflow, but how to use those substances to add extra controllable detail allowing you to develop the story of your characters textures interactively in real time as seen in many current generation AAA games. To do this we'll be texturing a character from start to finish using algorithmic substance tools. While watching this course we will cover how to assess a given concept and plan your materials, how to create those base materials using a metalness physically based lighting model, set enough tweakable substances, including sweats and battle damage, and finally we will import the said model into a game engine such as Unreal 4 and also Marmoset Toolbag. By the end of this training, you'll be able to tackle almost any character using the Substance Toolset. I'm excited to share these techniques with you. So let's get started with the first lesson.