Join Brian Bradley for an in-depth discussion in this video Choosing your workflow mode, part of 3ds Max: Substance to Arnold.
- [Instructor] Something that will oftentimes be highlighted…when rendering weird substance generated materials…in applications such as 3DS MAX is the choice…of which of the available PBR workflows…we will want or need to use.…The default of Metal/Rough approach,…the equally valid Spec/Gloss option,…or perhaps some customized version of either one.…Well the reality in this instance is that it doesn't…really matter which of these we choose…as Arnold can theoretically make use of both.…
Something that holds true for versions four…and five of the renderer, the only difference…being the number of steps required in order…to produce the desired end result.…For the vast majority of this particular course,…everything that we render will be done using…the substance default Metal/Rough approach…in Arnold version five, seeing as we are using…version 1.2.897 of the Max to Arnold plugin,…which itself uses version 184.108.40.206 of the Arnold core.…
Although we will touch on getting Spec/Gloss space outputs…from both substance designer and painter,…
- Why should we use substances?
- Choosing a substance workflow
- Using Bitmap2Material in 3ds Max
- Building up your material
- Working with substances and maps from the Designer application
- Using a substance with Arnold
- Improving your substance results
- Exporting your map types
Skill Level Intermediate
Substance Painter Essential Trainingwith Wes McDermott5h 55m Intermediate
3ds Max 2018 Essential Trainingwith Aaron F. Ross10h 10m Beginner
1. An Overview of the Substance Toolset
2. Using Bitmap2Material inside 3ds Max
3. Working with Substances from the Designer Application
4. Working with Maps from the Designer Application
5. Working with Maps from the Painter Application
Next steps1m 25s
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