Substance Painter: Petrol Pump Game Asset

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English
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1-2 hours worth of material
selfpaced

Overview

Learn how to texture an existing 3D model of a petrol pump using Substance Painter, and create and apply materials like metal, rubber, plastic, and glass.

Substance Painter is shaking up the asset development workflow in the 3D game industry. To introduce users to the tools and techniques in Substance Painter, Joel Bradley introduces another fun, basic project that starts with an existing model from 3ds Max and ends with a completely textured asset that can be used in any game engine. The petrol pump featured in this project requires materials like painted metal, bare metal, rubber, plastic, and glass. Joel will show how to use custom bitmaps, custom materials from Substance Designer, fill layers, and particle brushes to apply the textures and create realistic wear and tear. By the end of the course, you'll have another Substance Painter project under your belt and a new asset for your library.

Syllabus

Introduction
  • Welcome
  • What you should know before watching this course
  • Using the exercise files
1. Setting Up Our Substance Painter Project
  • Setting up a mesh for importing into Substance Painter, part 1
  • Setting up a mesh for importing into Substance Painter, part 2
  • Creating a new project
  • Baking out some important maps
  • Adding an opacity channel
  • Adjusting the viewer settings
2. Customizing Our Painter Tools
  • Importing custom bitmaps
  • Using our own substances from Substance Designer
  • Setting up custom tools
3. Using Substances and Masks to Paint Our Object
  • Setting up the Worn Red paint group
  • Adding our fill layers
  • Using the Mask Builder for detail
  • Using the ID channel pass to mask the group
  • Masking the exposed metal sections
  • Setting up and masking more painted metal
  • Adding the metal and paint substances
  • Creating the rubber
  • Creating transparent glass
  • Adding weathered plastic to the model
4. Adding Unique Details with Stencils and Particles
  • Using the 3D view for decals
  • Painting in the 2D view
  • Setting up a particle brush
  • Adding specific dirt with particles
  • Adding dirt to the overall model
Conclusion
  • What next?

Taught by

Joel Bradley