Creating a Procedural Rock Material in Substance Designer

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Go to Course: https://www.udemy.com/course/creating-a-procedural-material-in-substance-designer/

Overview

Creating a Procedural Photorealistic Rock Material in Substance Designer & MarmosetLearn how a professional material/environment artist works when creating materials for games. In this course, you will learn how to make clean and efficient procedural materials, how to properly construct your height map along with different techniques that you can apply to almost any material, not just rock materials.Next to this, you will also learn how to set up a very nice render scene inside of Marmoset Toolbag 4 for your portfolio.SUBSTANCE DESIGNER AND MARMOSET TOOLBAGAll the material creation will be done fully procedural inside of Substance Designer, any rendering and previewing will be done inside of marmoset toolbag 4.You will learn everything needed to create the material shown in the images and trailer from scratch.This tutorial comes with all the sourcefiles that include the substance files + autosaves, marmoset files, textures, and all reference images.4h 30m HOURS REALTIMEEverything is shown in realtime over the course of 4hours and 30minutes - You can follow along with every single step.SKILL LEVELThis material art tutorial is perfect for students who have some familiarity with Substance Designer and Marmoset Toolbag 3/4- Everything in this tutorial will be explained in detail. However, if you have never touched especially Substance Designer before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on Youtube or paid on this very website)TOOLS USEDSubstance DesignerMarmoset Toolbag 4YOUR INSTRUCTOREmiel Sleegers is a senior environment/material artist currently working in the AAA Game Industry. He's worked on games like The Division 2 + DLC at Ubisoft and on Forza Horizon 3 at Playground Games as an environment artist and material artist.CHAPTER LISTThere's a total of 16 videos split into easy to digest 20-minute chapters00 - Intro01 - Going over our reference and start creating large shapes02 - Finishing large shapes and creating large cuts Part103 - creating large cuts Part204 - creating our medium cracks05 - creating our thin line shifting and large breakup06 - Setting up our marmoset scene and creating large cracks07 - Creating Small Cracks08 - Adding Large Noise09 - Balancing and adding micro noise10- Cleaning up our graph11-14 - Creating our base color Part1 - Part415 - Final Polish16 - Final renders and Outro

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