Fundamentals in Substance Designer & Painter

Taught by Charles Chorein

Course Number:
Software Version:
Original Run Date:
October 2019 
4 hours 18 minutes 
This course, from CG supervisor Charles Chorein of Dneg London, dives into an introduction of Substance Designer and Painter with our cyber soldier head model. By the end of the course you will be able to prepare an asset in Maya, export to Substance Designer, pass everything to Substance Painter, and then reconnect everything in Maya.

Charles Chorein is a CG supervisor at Dneg London with 12 years of experience. He has worked on movies such as The Hobbit, Prometheus ,The Hunger Games 2, Harry Potter 7, Pirates of the Caribbean 4. For the last for years he has been working on TV shows and recently finished Dark Crystal for Netflix as well as more series coming out next year.
Fundamentals in Substance Designer & Painter
Watch our overview of the course

Class Listing

Class 1: Substance Designer Basics, Part 1

The basics of the Substance Designer interface and an overview of the concept of procedural texture in Designer.

Class 2: Substance Designer Basics, Part 2

Continuing exploration of the interface and nodes as well as digging into the "mindsight" of using Designer.

Class 3: Substance Designer Shader

Adding displacement, normal maps and fractal noise to build-up complexity to obtain a more sophisticated texture.

Class 4: Substance Designer and Maya

Exporting an asset from Maya to Substance Designer is essential for CG artists. Preparation of our cyberSoldier head in Maya and exploring how "Material Blend" and "MultiMaterial Blend" work.

Class 5: Substance Painter Basics, Part 1

With our cyberSoldier head ready to go, we bake and export it for use in Substance Painter.

Class 6: Substance Painter Basics, Part 2

Working with our cyberSoldier head, we work through the workflow in Painter.

Class 7: Substance Painter Generator

"Generator" is a powerful tool in Painter and we explore it a bit more with the maps we created.

Class 8: Adding more details in Substance Painter

Having obtained a very good base for our cyberSoldier head, we add more intricate details and then export the textures for use in Maya/Arnold.

Class 9: Substance Painter to Maya

In Maya, we connect all our textures from Substance Painter into the "AISurfaceShader" in Maya. We prepare a lightRig base of our HDRI in Substance Painter.

Class 10