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    Create A Realistic Roof Shader With Substance Designer

    Posted By: ELK1nG
    Create A Realistic Roof Shader With Substance Designer

    Create A Realistic Roof Shader With Substance Designer
    Last updated 12/2017
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 1.95 GB | Duration: 4h 24m

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

    What you'll learn
    Use basic damage sculpting in ZBrush
    Set up a tileable texture in 3ds Max
    Bake in Marmoset Toolbag 3
    Use texture creation in Substance Designer
    Render in Marmoset Toolbag 3
    Requirements
    Knowledge of Substance Designer
    Access to Marmoset Toolbag 3
    Access to 3ds Max
    Access to ZBrush
    Description
    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.

    Overview

    Section 1: Modeling and Optimizing the Roof Tiles

    Lecture 1 Download Source files here!

    Lecture 2 Introduction

    Lecture 3 Reference and Creating the Low Poly

    Lecture 4 Sculpting Damaged Tiles

    Lecture 5 Finish Sculpting and Tile Optimization

    Lecture 6 Finish Tile Optimization

    Lecture 7 Setting up the Texture in 3DS Max

    Section 2: Texturing and Baking our Maps

    Lecture 8 Introduction

    Lecture 9 Continue the Texture in 3DS Max

    Lecture 10 Adding Variation to the Tiles

    Lecture 11 Finish Setting up the Texture in 3DS Max

    Lecture 12 Prepare for Baking

    Lecture 13 Baking the Textures in Marmoset Toolbag 3

    Section 3: Rendering Maps and Building our Shader

    Lecture 14 Introduction

    Lecture 15 Set up a Project in Substance Designer

    Lecture 16 Start Creating the Normal Map

    Lecture 17 Finish Creating the Normal Map

    Lecture 18 Start Creating the Base of the Albedo

    Lecture 19 Adding Base Dirt to the Albedo

    Lecture 20 Finishing Up Most of the Dirt in the Albedo

    Lecture 21 Applying Dirt to Normal and Roughness

    Lecture 22 Final Polish

    Lecture 23 Bonus Lecture: Further Learning with 3dmotive

    People who have a basic understanding of Substance Designer and the PBR texturing workflow.,People who want a more in-depth knowledge of texture creation in Substance Designer.