Course info
Sep 10, 2009
2h 7m
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In this course, we will cover techniques for texturing assets in 3ds Max and Photoshop. When building low resolution models meant for real-time applications, texturing will play a big part in communicating a lot of information about that model. Many of the details that we are unable to add when modeling can be simulated with textures. In addition, we can simulate lighting effects or occlusion in textures. In this course, we'll go through the process of preparing our model, an antitank gun, for texture by creating and assembling useable UV layouts. We'll then use a variety of techniques in Photoshop to paint texture maps for the gun. Finally, we'll bake out an ambient occlusion map that we can integrate into our texture. Upon completion, you'll have a textured gun, but you will also have the knowledge you need to start creating textures for your own models. Software required: 3ds Max, Photoshop.

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hi, I'm Eddie Russell and in this series of lessons will take an introductory look at substance designer and learn how it brings a very unique set of features to the table for texture ring assets. Now the first thing you need to know about Substance Designer is that it is not a three D painting program. Instead, substance designer harnesses the power of the node graph to unleash texture onto our assets. To begin, we'll learn how to create and save our first substance package. From here, we'll spend some time. Bringing in resource is by importing and linking to both meshes and bid maps. Next, we'll learn about one of my favorite features, the baking tool set inside of substance designer. Using this will add numerous different maps to our package to help us texture the asset. After gathering, all of our resource is will start learning how to add and connect notes inside. Some simple grafts from here will focus on building more complex materials. By instance, ING grafts inside other graphs after building materials and creating graphs that add texture to the majority of our asset, we'll learn how we can begin to add dynamic components to our textures that can be enabled or disabled in a host application. To wrap this course up, we'll learn how to publish our substance archive so that it could be used in a substance enabled host application. After going through this course, you'll have a great grasp over the basics of how the substance designer material workflow can be used to quickly texture your own assets. So let's go ahead and get started with our next lesson.