- In this particular video,…we are going to be looking at baking out the resource maps…that are an integral part of the Substance Designer process…using, of course, the single facade FBX mesh…that we have already exported from 3ds Max.…Now, I have already performed a drag-and-drop operation…in order to place the Crate_full FBX in the 3D view…and so, what you see upon opening the substance package…may look a little different.…Indeed, if you are uncertain…as to how to get your FBX files into Substance Designer…and once you have completed the modeling phase,…you may want to check out…my Up and Running with Substance Designer course.…
Again, found here on Lynda.com.…If we come over to the Resource Explorer…then expand our Resources folder,…and then expand the Crate Resources folder,…you can see that I have already rendered or baked out…both curvature and ambient occlusion maps.…The curvature map is going to be used…to help us produce wear and tear…or edge breakup in our substance.…Whilst the ambient occlusion map…
Author
Released
12/3/2015- Modeling the wood frame
- Adding structural reinforcements
- Creating nails with primitives
- Unwrapping the wood and nails
- Combining UV elements
- Exporting the FBX file
- Creating the shader in Substance Designer
- Simulating weathering and edge wear
- Importing the mesh in Unreal Engine
- Applying the substance
Skill Level Intermediate
Duration
Views
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Introduction
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Welcome1m 30s
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Gamma handling1m 27s
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1. Modeling the Wood
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Planning it all out4m 28s
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Creating the cross boards5m 31s
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2. Nailing It All Together
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Starting with a primitive5m 39s
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Adding extra elements4m 57s
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Putting the nails in place3m 14s
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3. Unwrapping & Exporting Geometry
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Unwrapping the wood: Part 12m 54s
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Unwrapping the wood: Part 26m 51s
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Unwrapping the nails5m 14s
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Finishing the crate assembly6m 19s
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Exporting the fbx4m 11s
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4. Creating the Shader
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Creating the grain details6m 25s
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Weathering the wood5m 38s
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Creating the wood diffuse4m 41s
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Creating the nail diffuse3m 27s
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5. Bringing It All Together in Unreal Engine 4
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Importing the mesh3m 5s
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Conclusion
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What next?1m 53s
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Video: Baking resource maps for FXs