Texturing a Game Character in Substance Painter and Designer

In this course, you'll learn how to texture a character for use on multiple game engines and speed up your workflow. Software required: Maya 2016, ZBrush 4R7, Substance painter 1.42, Substance Designer, Marmoset Toolbag, Unreal Engine.
Course info
Rating
(13)
Level
Advanced
Updated
Mar 17, 2016
Duration
7h 10m
Table of contents
Introduction and Project Overview
Texturing a Game Character in Substance Painter and Designer
Description
Course info
Rating
(13)
Level
Advanced
Updated
Mar 17, 2016
Duration
7h 10m
Description

Speed up your texturing workflow and create fascinating, detailed characters at the same time. In Texturing a Game Character in Substance Painter and Designer, you'll learn how to texture a character for use on multiple game engines. You'll create controllable, tweakable substances that will help tell the story of the character, as well as speed up the workflow for creating multiple physically-based materials. At the end of the course, you'll have textured a character and placed that character in Marmoset Toolbag and Unreal Engine 4. Software required: Maya 2016, ZBrush 4R7 , Substance painter 1.42, Substance Designer, Marmoset Toolbag, Unreal Engine.

About the author
About the author

David is a passionate 3D artist that has been toying with the 3D medium since he was 13 year old. This enthusiasm never left him and has lead him into a career that has let him work on both games and feature films.

Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi everyone, my name is David Connely, I am currently a freelance artist who is based in London, who has worked with clients in both the games and the film industry. In this course we are not only going to learn how to create the substances that will speed up your own personal workflow, but how to use those substances to add extra controllable detail allowing you to develop the story of your characters textures interactively in real time as seen in many current generation AAA games. To do this we'll be texturing a character from start to finish using algorithmic substance tools. While watching this course we will cover how to assess a given concept and plan your materials, how to create those base materials using a metalness physically based lighting model, set enough tweakable substances, including sweats and battle damage, and finally we will import the said model into a game engine such as Unreal 4 and also Marmoset Toolbag. By the end of this training, you'll be able to tackle almost any character using the Substance Toolset. I'm excited to share these techniques with you. So let's get started with the first lesson.