- 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
- [Voiceover] Hello everyone and welcome to Up & Running with Substance Designer brought to you by lynda.com. My name is Joel Bradley and I am really excited to be able to share this first of a number of Substance Designer based courses with you. The idea of this course is to introduce you to the extensive range of tools that Substance Designer makes available for the generation of extremely high quality, procedurally based textures and materials. To get things moving, we will take some time to become familiar with the basic concept of Substances in general.
So what they are, and how they work. As well as getting to grips with the typical work flow involved in the creation of a Substance. We will then dive right in as it were, and start to create our own aged concrete substance. The idea being to use the creation of a finished Substance file and its corresponding Substance package as a way of becoming familiar with the myriad tools and options that Substance Designer brings to the table. The focus here, leaning very heavily towards the use of tools, that we will probably need to use on a pretty much day-to-day basis.
As we have lots of fun stuff ahead, let's go and make a start on our Up & Running with Substance Designer course.
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."
3ds Max: Rendering for Compositeswith Joel Bradley1h 50m Intermediate
Unreal Engine: Architectural Visualizationwith Adam Crespi3h 53m Intermediate
5.1 to 5.3.4 Update Highlights
1. Setting Up the Project
2. Generating Maps and Detail
3. Building Up the Material
What's next?2m 44s
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