In this Substance Designer tutorial, we'll learn a variety of methods to create a tileable material. We'll explore fully procedural techniques by using noise nodes and processing nodes to create our basic shapes. We'll also learn how to utilize common methods of texturing such as utilizing a ZBrush sculpt and photo-sourcing a texture to add detail to our material. In exploring various techniques, we'll learn how Substance Designer can be used to enhance and compliment the techniques already implemented in modern texturing pipelines. By the end of this Substance Designer training, you'll have working knowledge techniques and the tools necessary to be able to adapt for your own specific texturing needs. Software required: Substance Designer 5.1, ZBrush 4, Marmoset Toolbag 2.07.
Introduction and Project Overview (digital music) Hi everyone. My name is Arvin Villapando. I'm a texture artist at gametextures. com. I'm currently working on a few different unannounced projects and textures I work on for game textures appear in various titles around the video game industry. In this course, we're going to learn different methods we can utilize in Substance Designer to create a tileable, procedural material. Some of the key takeaways from watching this course include learning how to utilize the various noise and process nodes in Substance Designer to create a base texture, incorporate traditional techniques such as sculpting or texture sourcing to add details to your substances, use functions inside Substance Designer to add extra control to various texture attributes, add functional and sensible controls to your substances quickly and efficiently, and export out a final SBSAR or texture file to use as a material asset. By the end of the training, you will be able to use several techniques to create your own tileable procedural substances with controls to add a wealth of variations. I'm excited to share these techniques with you so let's get started with the first lesson. (digital music)