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Substance Designer 2.0

Substance Designer 2.0

Substance Designer 2 is an incredibly powerful and easy to use tool boasting an array of interchangeable textures know as substances. In this tutorial we'll create an intergrated and easy to use system that will allow you to change your models on the fly in Unity.

This video introduces the viewer to the project and explains some of the steps one should take before diving into Designer.

Additional Info

  • Runtime 05 min 41 sec
  • Software Substance Designer 2.0

To start the project off we create our first base substance that will be used in the final graph for dirt and rust. This graph is a fairly beginner graph, just to get the viewer into the workflow for creating substances in Designer.

Additional Info

  • Runtime 09 min 37 sec
  • Software Substance Designer 2.0

To finish off the Rust graph, we explore how we expose the inputs of the graph so it becomes re-usable in other substances. This starts the emphasis on creating re-usable components, to back up your production workflow.

Additional Info

  • Runtime 14 min 05 sec
  • Software Substance Designer 2.0

We move onto creating our second base Substance, the Galvanized Metal, but this video starts to explore a very powerful feature in Designer, the dynamic functions.

Additional Info

  • Runtime 14 min 50 sec
  • Software Substance Designer 2.0

This video begins the whole Pod graph by explaining the process of creating a graph that will color the base colors of our Pod Model. But we will dive into some more advanced techniques to allow us to change the colors on the fly in Unity. By the end of this video, you will have a modular Substance that will take in and RGBA image and allow you to create any variation of base colors for your real time 3D assets.

Additional Info

  • Runtime 27 min 05 sec
  • Software Substance Designer 2.0

In this more advance video we explore how we can set up a modular substance component to allow us to create a dynamic decal switching system. You will learn how to create this system so you can incorporate a vehicle customization system in your Unity Games!

Additional Info

  • Runtime 20 min 03 sec
  • Software Substance Designer 2.0

Here we learn how to start to utilize the textures you baked for your model to create texture effects, that you used to have to do in Photoshop. This video starts the path of learning how to create your own custom filters inside of Designer, make them modular, so they can be used in other graphs for other models.

Additional Info

  • Runtime 25 min 17 sec
  • Software Substance Designer 2.0

Now we really dive into some advanced techniques. We will take a world space normal map from our model and use it to create some amazing edge effects, like scraped metal. These techniques were usually painted by hand in the past and require a texture artist to spend many hours placing them. Forcing them to switch, back and forth, from Photoshop, to their 3D DCC package, to get the final effect. By the end of this video, you will have a Substance filter that will create it automatically and allow you to play with its overall intensity, dynamically directly in Unity.

Additional Info

  • Runtime 19 min 06 sec
  • Software Substance Designer 2.0

One of the final components we need to create for our Hover Pod model, is the effect of oil streaks over the correct surfaces of the engine. This will start to introduce you to the other filters that have been provided to you with the license of Substance Designer 2.0.

Additional Info

  • Runtime 09 min 44 sec
  • Software Substance Designer 2.0

To complete our Hover pod Graph, we will simply create a modular Substance graph that will take in any mask and output your emissive glow texture map for your model. This will reinforce the idea that by creating these modular Substance graphs, you have greatly sped up the process of creating and iterating over textures for your game production.

Additional Info

  • Runtime 09 min 14 sec
  • Software Substance Designer 2.0

Now that we have completed our substance graphs, we need to take the time, to review what we have, expose all the right inputs, and just do some simple clean-up work. This will make your Substance Designer pipeline very efficient and usable by others on your team.

Additional Info

  • Runtime 09 min 36 sec
  • Software Substance Designer 2.0

As a last step, this video reviews what the final graph looks like, for our Hover Pod. We will talk about what we did to make it flexible and the final layout.

Additional Info

  • Runtime 09 min 08 sec
  • Software Substance Designer 2.0, Unity

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