- Mosaic and metallic tiles
- Determining tile patterns
- Varying tile roughness
- Exposing parameters for design flexibility
- Testing tiles in a scene
- Crafting subtle metallic properties
- Patterned tile for accents
- Wood tile flooring
- Creating wood grain from noise
- Ashlar veneer
- Molded wall panels
- Woven mesh
Skill Level Intermediate
- [Adam] Hi, I'm Adam Crespi and welcome to Substance Designer for Architectural Visualization. In this course, we'll look at crafting a variety of materials in algorithmic Substance Designer. We'll make substance files and put together base color, normal, metallic, roughness, height, and ambient occlusion maps for our substances. We'll expose nodes for design flexibility and then we'll take each of our final materials and test them out in Unity to get a feel for how these materials work in a real time application.
Along the way, you'll learn how to create and tile patterns. You'll learn how to work with shapes and polygons to generate the different art you'll need. We'll add in subtlety and variation wherever possible to make realistic materials quickly. The goal here is to get up and running with Substance Designer and get your materials in your seam as fast as possible. Now let's get started with Substance Designer for Architectural Visualization.
Creating Painted Metal in Substance Designerwith Joel Bradley1h 5m Intermediate
1. Mosaic Tile
2. Metallic Tiles
4. Patterned Tile for Accents
5. Wood Tile Flooring
6. Ashlar Veneer
7. Molded Wall Panels
8. Woven Mesh
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