Physically-based Rendering in Substance Painter

Pluralsight
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 Description
In this Substance Painter tutorial, we'll learn how to texture a 3D model from scratch using a physically-based rendering (PBR) workflow. While the workflow in this tutorial is dedicated more to game assets, most of the techniques can be applied to any CG asset. First, we'll look at the steps required to create PBR textures from scratch, starting with using 3ds Max to set up our meshes. We'll then use Substance Painter to texture our model using different tools and techniques to create our texture maps in a non-destructive way. By the end of this Substance Painter training, you'll be able to master different techniques to work efficiently and easily texture your 3D models using PBR textures. 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 5sPhysically-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