![]() ![]() ![]() As of the time of this blog post creation, a subscription offering access to a suite of softwares including Substance Designer, Substance Painter, Substance Alchemist, and Substance Source. Substance Designer is available through a subscription via Adobe’s website, similarly to how one gets a Creative Cloud license. Either way, becoming familiar with the workflows of many tools leads to a deeper understanding of the fundamentals of rendering and it might just bring an appreciation to the possibilities that TouchDesigner provides. Or maybe you’re looking to understand what each of the maps do in the PBR MAT in TouchDesigner. If it makes sense in your pipeline to use them then have at it (after reviewing the terms of each resource).īut perhaps you’d like to make your own PBR material. There are loads of free resources for artists and designers which include PBR materials. Substance Designer is a material creation program that doesn’t require knowledge of GLSL. “Materials are like clothes and UVs are like patterns for clothes” -Tavia Morra Part 1: Substance Designer What is Substance Designer? sbsar files, SubstanceTOP, Substance Select, Geo COMP, PBR Mat We prepare a lightRig base of our HDRI in Substance Painter.SPOILERS. ![]() In Maya, we connect all our textures from Substance Painter into the "AISurfaceShader" in Maya. Having obtained a very good base for our cyberSoldier head, we add more intricate details and then export the textures for use in Maya/Arnold. "Generator" is a powerful tool in Painter and we explore it a bit more with the maps we created.Ĭlass 8: Adding more details in Substance Painter Working with our cyberSoldier head, we work through the workflow in Painter. With our cyberSoldier head ready to go, we bake and export it for use in Substance Painter.Ĭlass 6: Substance Painter Basics, Part 2 Preparation of our cyberSoldier head in Maya and exploring how "Material Blend" and "MultiMaterial Blend" work.Ĭlass 5: Substance Painter Basics, Part 1 The basics of the Substance Designer interface and an overview of the concept of procedural texture in Designer.Ĭlass 2: Substance Designer Basics, Part 2Ĭontinuing exploration of the interface and nodes as well as digging into the "mindsight" of using Designer.Īdding displacement, normal maps and fractal noise to build-up complexity to obtain a more sophisticated texture.Įxporting an asset from Maya to Substance Designer is essential for CG artists. ![]() Class 1: Substance Designer Basics, Part 1 ![]()
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