In this series, we will break down these barriers to enable you to quickly get into using Substance Designer and understanding both nodes and physically-based rendering at a greater fundamental level with this Substance Designer Tutorial
Introduction to Substance Designer
In this series, we will break down these barriers to enable you to quickly get into using Substance Designer and understanding both nodes and physically-based rendering at a greater fundamental level.
Substance Designer is an incredibly powerful tool to develop realistic tileable materials and stunning unique textures, thanks to its node-based approach. However, with great power comes a potentially greater barrier to entry.
The flexibility that proceduralism provides to the creation of textures is unparalleled. Familiarizing yourself with the structures of procedurality, as well as its conventions and shortcomings will enable you to be a strong artist across the board and give you the tools to develop flexible, long-lasting and battle-hardened art.
Understanding the use-cases for the images created within Substance Designer is critical to proper texture development. This series will flesh-out our knowledge of physically-based rendering and the specific texture maps that this system requires.
To complement all of the theory, you will get hands-on experience developing a high quality material from scratch. Beyond simply understanding what nodes to put where, you will understand “why” we use each node and how it contributes to the higher, more abstract thinking that Texture/Material Artists exercise when working on their art.
Charlie “Chunck” Trafagander is a Freelance Game Artist, Indie Dev, Tutorial-Maker and in general a curious mind. Having worked for a few Indie developers, he has been able to touch most roles in game development, which he also likes to breakdown in various formats on his YouTube channel “Get Learnt”.
This course is a complete introduction to the Substance Designer workflow and theory, therefore is approachable by complete beginners to the software. It’s recommended you’re at least aware of some of the various PBR-related texture maps, however physically-based rendering and textures are covered in more depth in the series.
Discover this Substance Designer tutorial.