Join Joel Bradley for an in-depth discussion in this video What you should know before watching this course, part of Substance Painter: Petrol Pump Game Asset.
- [Voiceover] Although this course has been designed to be, hopefully, user-friendly to anyone who is a newcomer to Substance Painter, there are still a few basic elements that familiarity with will, to some extent, help you work through this course. Although, do bear in mind that these elements are in no way essential in order for you to be able to both complete and benefit from this training course. Firstly, then, given that substances use a procedural approach to material creation, familiarity with how substances themselves work may help us feel more comfortable as we work through the Substance Painter project in this course.
My Up and Running with Substance Designer and Game Asset Creation courses, also found here on Lynda.com, should get you comfortable with how these work. As Painter uses brush types, alpha channels, and the like in its approach to texturing, any background in paint programs such as Adobe Photoshop or Corel Painter will also help in our understanding of how this aspect of the program works, as, in fact, will familiarity with the texturing tools in either the ZedBrush or Mudbox applications.
Also useful will be any knowledge connected to the texturing of CG assets in general. So, UVW mapping, custom bitmap creation, and of course, understanding of the material and rendering systems that we will be plugging our Substance Painter maps into, such as the Unreal 4 engine.
- Setting a mesh for importing
- Creating a new project
- Baking maps
- Using custom bitmaps, substances, and tools
- Adding fill layers
- Masking elements
- Adding substances
- Working in the 3D and 2D views
- Using particle brushes to add dirt and grime