CG数据库 >> Substance Designer材质表面细节制作视频教程 GUMROAD HERRINGBONE BRICK TUTORIAL

本教程是由gumroad机构出品的Substance Designer材质表面细节制作视频教程,时长:3小时,大小:1.2 GB,MP4高清视频格式,教程使用软件:Substance Designer,作者:JOSH LYNCH,共8个章节,语言:英语。

Substance Designer是Substance贴图工具产品系列之一,它可以帮助美术师高效地创建并且重复应用贴图。Substance Designer是首款能够混合及应用位图, 矢量图和其他元素的专业贴图工具,使用它能够制作复杂的贴图。

用Substance Designer制作的贴图具有许多传统位图不具备的优势。后者相对静止且用线性方式制作,而用Substance Designer制作的贴图更具活力,在制作的每个阶段都可以被高度的自定义。

GUMROAD HERRINGBONE BRICK TUTORIAL PARTS 1-3 BY JOSH LYNCH

Herringbone Bricks: Part 1 “The Pattern” – is part one of a tutorial series.

This tutorial focuses specifically on methods used to create a herringbone pattern using Substance Designer. In addition, we will look at how to use functions inside of Substance Designer to reduce maintenance.

The later releases in the series will go over methods to create sculpted edges and surface detail. Followed by final material details with full treatments to albedo, gloss, and AO.

Skill Level – Experienced to Intermediate

Herringbone Bricks: Part 2 “Surface Detail”

Herringbone Bricks: Part 2 “Surface Detail” – is part two of a tutorial series.

This tutorial focuses specifically on methods used to create surface detail inside of Substance Designer.

• Workflows and techniques to create sculpted looking edges and surface detail.

• A lightweight set up for creating cracks.

• Methods to make the bricks less stiff and rigid by adding depth and angle variety.

• Using masks to isolate detail as well as techniques to scatter detail around for a more organic and varied look.

The later releases in the series will go over methods to create final material details with full treatments to albedo, gloss, and AO.

Skill Level – Experienced to Intermediate

Herringbone Bricks: Part 3 “Material Definition”

Herringbone Bricks: Part 3 “Material Definition” – is the final part of a three part tutorial series.

This tutorial focuses specifically on methods used to create material definition and ambient occlusion detail inside of Substance Designer.

• Workflows and techniques to create material definition with respect to PBR workflows.

• Using existing data from the height and normal maps for gloss and albedo.

• Workflows and methods to create storied details such as grime and age.

• Using masks to isolate detail as well as techniques to scatter detail around for a more organic and varied look.

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