Create a Realistic Roof Shader with Substance Designer

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About This Course

Use this powerful software to create believable shaders and materials for games and film!

In this Roof Shader in Substance tutorial we will go over on how to create a roof texture using 3ds Max, ZBrush and Substance Designer. We will first create our low poly tiles in 3ds Max, after that we will go into ZBrush and sculpt a few variations of our tiles, before adding some nice damage and then optimizing it so that we can export it back to 3ds Max. We will then setup our texture so that it will tile perfectly and so that it has a lot of variation in size, rotation, and shape. We will also make everything ready for baking like assigning different materials for the color map. Once that is all done we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps using their new baker. When all the baked maps look good we will then move into Substance Designer where we will start creating our final texture maps. We will first improve the normal map with smaller details and then create our final albedo, roughness, and metallic map. We will wrap things up with a final polish over the entire texture and render the final texture in Marmoset Toolbag 3.

More about the Instructor:

Emiel Sleegers is 20 years old, originally from The Netherlands but currently living in the UK. He's a 3D environment artist working in the game industry. He's worked for companies like Playground Games and ubisoft with so far one announced title on his name: Forza Horizon 3, and another title on the way. He's a self taught artist who one day, 4 years ago, decided he wanted to know how the amazing games he always played were made. The rest is history.

  • Use basic damage sculpting in ZBrush

  • Set up a tileable texture in 3ds Max

  • Bake in Marmoset Toolbag 3

Instructor

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3dmotive LLC

3dmotive is High Quality 3d and Game Art Training by Industry Pros! Whether you are brand new to the world of Game Art, 3d, Architecture or Film - or maybe just interested in brushing up your techniques for intermediate or advanced levels of 3d with a focus on video games, 3dmotive is your one-stop-shop for all your 3d and Game...

Review
4.9 course rating
4K ratings
ui-avatar of 이은주
이은주
2.5
5 years ago

섭스턴스디자이너에대한강의는 짧네요

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ui-avatar of 김재선
김재선
3.0
5 years ago

Chapter2까지의 내용은 개인적으로 전혀 도움이 되지 않음. shape부터 디자이너에서 만들기를 기대했는데 그렇지 않았고 그나마도 도움이 될만한 팁은 없었다. Chapter3의 내용은 볼만했다. 퀄리티도 괜찮았고 진행 방식도 원래 취지에 알맞았다.

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ui-avatar of Mark Maxwell
Mark M.
4.5
6 years ago

Really good so far. Concise and efficient. I like that the author is starting all the way back from scratch even though the source models are provided as zip files. (my main focus is on Substance Designer but it's nice to see other people's workflow since I may pick up new tricks). It's very comprehensive. Additionally, I am glad that the modelling process is explained in detail even though the models are provided (if folks want to skip straight to Designer), because I picked up a few cool things (like the awesome scripts that were shown, and how to use them)!

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ui-avatar of Nicki Friess
Nicki F.
4.0
7 years ago

The modeling and texture baking stages was explained well and fairly easy to recreate using other software. There was a good exploration of the Substance Designer toolset and how the various nodes interact with each other to create the final texture. The endless iterations at first gave a deeper understanding of the process the artist's mind goes through. However, after a certain point, it became a bit tedious following all the various explorations, dead ends, and detours that finally evolved into the needed process. Also, when particular nodes and settings are adjusted, they at times seem so rushed through that it is difficult as a student to follow. I spent quite a bit of time rewinding and stopping the video to visually examine the settings that got rushed or almost passed by in the narration. Perhaps a few of the long and detailed explorations to get the point across, and then some editing and condensing of the material to make it a bit more cohesive and focused on the toolset itself, leaving more of it up to the individual student to explore. Not quite sure what might be the best approach. Also, a bit more organization guidance would be helpful to untangle the many nodes and noodles into a more organized and elegant set of code. However, overall, provides good guidance to using Substance Designer.

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