Substance Designer: Creating Your First Substance Material
This tutorial series is the perfect introduction to creating Substance Materials with Designer. No previous experience is required. It’s divided into 4 chapters for a total of 25 bite sized chunks. Happy creating!
Creating Your First Substance Material Introduction
n this course you will learn how to create your first Substance Material using a practical, real world example. You do not need any previous experience with Substance Designer. The course is divided into four chapters:
- Ch1: Discusses workflow, Substance Designer and node architecture
- Ch2: Creating the height data
- 02-01: Creating a Substance package and project setup
- 02-02: Setting up the base material node
- 02-03: Working on large form shapes
- 02-04: Working on small shapes part one
- 02-05: Creating small shapes part two
- 02-06: Creating spatter shapes
- 02-07 Using the Shape Splatter node to create medium dirt mounds
- 02-08 Using the Shape Splatter node to create small dirt mounds
- 02-09 Creating rocks/pebbles
- 02-10: Creating twig shapes as a subgraph utility
- 02-11 Exposing parameters on the twig subgraph
- 02-12: Scattering the twig shapes using Shape Splatter
- Ch3: Creating maps such as roughness, base color
- Ch4: Material layering, exporting textures and publishing sbsar files
Use the links above to jump to the tutorial you want to view.
Substance Designer .sbs project file available for download on the Substance Academy course page: https://academy.substance3d.com/courses/Creating-your-first-Substance-material/youtube-y8q6-tgQjZc
In this video we take an introductory look at what Substance Designer is and what it is used for.
In this video we take a look at what a node in Substance Designer represents.
In this video, we take a look at the workflow used to create the material in this course. We will also briefly walkthrough the material to get a high-level overview.
In this video we will go through the overall project settings when creating a Substance package.
In this video we setup the base material node, which we will pipe all of our data through.
In this video we start the process of creating the main large form shapes.
In this video we start building out the small shapes.
In this video we finish up creating the small shapes.
In this video we will create shapes we can use with the Shape spatter node.
In this video we will use the Shape Splatter node to create medium level shapes (dirt mounds).
In this video we will use the Shape Splatter node to create small level shapes (dirt mounds).
In this video we are going to create some pebble shapes and scatter them across the ground using Shape Spatter node.
In this video we will create a subgraph in our package for creating twig shapes. This graph will work like a utility node for generating twig shapes.
In this video you will learn how to expose parameters.
In this video we will scatter the twig shapes across the ground using the Shape Spatter node.
In this video we will create the roughness map as well as a parameter for controlling the overall roughness amount.
In this video we will begin work on the albedo map by first colorizing the ground.
In this video we will create the base color for the rocks/pebbles shapes.
In this video we go back to the twig subgraph and add some cracks to the twig shape
In this video we will create the base color for the twigs.
In this video we take a look at how to control the color depth per node in order to optimize the RGB compute of the graph.
In this video we will add a dirt pass across the surface as an overall integration layer for all of the shapes in the material.
In this video we will discuss how to export textures out Substance Designer.
In this video we take a look at publishing an sbsar file. We also show the result using the Substance in UE4 plugin.
Please take a look at our integrations page for more information on the various plugins we support: https://www.substance3d.com/integrations/overview
Posted by Kim Sternisha