Join Joel Bradley for an in-depth discussion in this video Setting up our preferences, part of Learning Substance Designer.
- Before going ahead and starting to work on any project in Substance Designer, there are a number of preferences that we will probably want to check over in order to be certain that we are getting not only the best feedback possible from Substance Designer itself, but also that we're going to get the desired end result when we take our published Substance into a host application. If we come to the Tools menu and select the Preferences option, we should find ourselves presented with the Preferences dialog that by default shows the available options that can be tweaked from the General Preferences section.
We do, of course, also have options in the Projects, Graph, 3D View, and Library sections as well. One really important set of options that I would always recommend making a check on, are those controlling the Auto Backup feature. This can be a real lifesaver at times, and so it is good to make certain that we have the settings tuned in such a way as to properly accomodate both the project and workflow that we are using. The cooking size limit found in the Cooker section is another option that we may want to give some thought to right at the start of a project.
Although, the 4k default limit should be more than enough for most projects, there may be times or indeed workflows that necessitate the baking of maps at a higher resolution, although we should be aware that certain maps hog a lot of system resources during the baking process. Now so do make sure that your particular rate can handle the load that will be placed on it if you increase this limit at all. In the Projects section, there are quite a number of features that can be tweaked to suit our personal or pipeline preferences.
For instance, if we don't like the default names that Substance Designer applies, we can simply change the naming of the tokens here. Then each and every time we generate named assets from inside Substance Designer, these new defaults will automatically be applied. The one option that we are going to want to make a change to here if I just scroll down in the Projects section to the 3D Scene heading, is the Tangent Space plugin. This essentially determines how colors inside the normal maps that we'll be creating get assigned.
As you can see, mine is currently set to use the unityspace.dll option which given the fact that we will be making use of the Unreal engine at the end of the course would actually give us incorrect looking normal maps. What we need to do then is click on the Browse button, and from the Tangent Space folder set this to use the mikk-tspace.dll plugin instead meaning our normal map should now work just fine in the Unreal engine.
Okay, with our preferences set then, we are now ready to move along with the course.
- Creating a new substance graph
- Importing resources
- Setting up lighting
- Generating maps
- Creating material outputs
- Using generator nodes to create surface detail
- Using filters to create amps
- Publishing a substance
- Importing substances
Skill Level Intermediate
Q: This course was updated on 05/04/2016. What changed?
A: We added 10 new tutorials covering the changes in the most recent versions of Substance Designer. Check out the videos in the new chapter, "5.1 to 5.3.4 Update Highlights."