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Physically-based Rendering in Substance Painter

Course Summary

In this Substance Painter tutorial, we'll learn how to texture a 3D model from scratch using a physically-based rendering (PBR) workflow. Software required: 3ds Max 2015, Substance Painter 1.4, Marmoset Toolbag 2.


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    Course Syllabus

    Introduction and Project Overview
    - 1m 5s

    —Introduction and Project Overview 1m 5s
    Physically-based Rendering in Substance Painter
    - 2h 21m

    —Preparing Our Mesh in 3ds Max 10m 4s
    —Setting up Our Substance Painter Project 7m 11s
    —Creating Base Materials 7m 46s
    —Creating Additional Mask 6m 2s
    —Creating an Emissive Channel 8m 26s
    —Detailing Painted and Metallic Materials 9m 31s
    —Finishing Our Detailed Materials 8m 17s
    —Adding Details to Wheels and Tires 6m 2s
    —Detailing the Exhaust Pipe 8m 47s
    —Using a Custom Tool to Detail Seat 8m 26s
    —Adding Details to the Dashboard 10m 6s
    —Using the Brush Stencil Functionality to Add Decals 9m 8s
    —Adding an Opacity Channel 12m 51s
    —Adding Global Dirt Effect and Creating Custom Particles Tool 12m 38s
    —Creating an Export Preset for Marmoset Toolbag 2 6m 8s
    —Setting up Marmoset Toolbag 2 Scene 9m 55s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

This course is listed under Development & Implementations and Digital Media & Games Community

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