Introduction to Designer & Painter UI | In week one, students will learn how the basic UI of Substance Designer and Painter work, and how to arrange viewports to work efficiently across multiple assets. Students will also learn how to set up models for baking, and cover how some of the basic tools work across the two programs.
Making a Tiling Texture Part 1 | In week two, students will pick a tiling material to create from reference. In part one, we will cover how to make the main body of the texture, starting with the height map and converting it to a normal map. Students will also learn how to setup the viewport to view the materials in a clear and concise manor.
Making a Tiling Texture Part 2 | In week three, students will cover how to create the remainder of the textures from week two. Taking the existing height and normal map created, we will generate the roughness, metallic and Albedo textures. We will then create a final render of the material.
Texturing an Asset in Designer | In week four, students will bake an asset using Substance Designer and texture using mesh maps to create a base material. We will learn how to layer up different materials to create effects such as edge wear and dirt on the model.
Texturing an Asset in Painter | In week five, students will import their model and mesh maps to texture the asset using Substance Painter. We will cover how to assign materials to different areas of the model using material IDs and masking. Students will also learn how to set up groups and layers of materials, and how to blend them together using masks. Finally, we will cover more in depth techniques such as smart masks and smart materials, and how to get the most out of them.
Final Composition | You will combine the tiling materials and assets you have created in Substance Designer and Painter to create a small scene. The Scene will be rendered in marmoset to create a final collection of the work you have authored over the previous weeks.