
In a video game, the setting is not just the environment but is also part of the game, and its development depends on the skill with which the character moves through it. The materials and textures, therefore, are part of the user experience. Angel Fernandes is a 3D artist and works as an environment artist, creating materials and textures for games like Hellbound, Drone Strike Force, Quantum League, and Endless Legend.
In this course, he teaches you how to create rock textures and materials for video games and 3D productions using Substance Designer. In addition, learn the basics to be able to develop any other material from scratch.
31 lessons & 19 downloads

5 minutes, 30 seconds

13 minutes, 27 seconds

9 minutes, 29 seconds

11 minutes, 43 seconds

11 minutes, 3 seconds

15 minutes, 1 second
First, get to know the work of Angel Fernandes, who also tells you about his main influences.
He then talks about Substance Designer so you can understand why it is the standard software in the video-game industry today. He explains what a PBR workflow is and the reasons why you should use it. In addition, discover the interface of the program, the nodal system, and some of the nodes.
Gather a series of references to help with the creation of your rock material in Substance Designer.
Next, create your material from scratch: first, pay attention to the Height and Normal maps, then the Roughness and Base Color maps. Create parameters that allow you to modify certain elements that make up the material in real time to create other variants of it.
Learn to generate renders in Marmoset that you later retouch in Adobe Photoshop to achieve a perfect finish. Angel finishes by giving you some tips to showcase your work effectively in your portfolio.
Create materials and textures for video games and 3D projects.

This course is for digital artists, designers, concept artists, 3D artists, and anyone interested in learning to simulate textures and materials on the computer.
No previous knowledge is necessary, as Angel guides you through the entire process and teaches you the interface and the fundamental tools of the software to create textures.
Regarding the materials, you only need a computer with Substance Designer, Substance Player, Marmoset Toolbag, and Adobe Photoshop installed.

Ótimo curso! Forma de ensino muito simple e eficaz!
Perfect course to capture all the details and learn making from scratch
TODO BIEN
Estuvo muy bien... en un inicio pensé: "Todo un curso para un solo material?" pero luego de hacerlo me doy cuenta de que aprendí muchísimo, no solo hice un material procedural sino que tambien aprendí gran parte del workflow de creacion de materiales y de Substance Designer.
Se ve super interesante y el profe explica muy bien!

Introduction
Substance Designer
Causeway of the Giants - Height and Normal
Causeway of the Giants - Roughness and Base Color
Causeway of the Giants - Parameterization
Rendering and presentation of the material
Final project
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You’ll learn how to create 3D materials and textures procedurally using Substance Designer, starting from the basics and advancing to techniques for games, film, and architectural visualization.
This is an intermediate-level course, perfect for those with basic 3D knowledge who want to deepen their skills in creating materials and textures with Substance Designer.
You’ll need basic 3D modeling skills, familiarity with graphic software, and access to Substance Designer. A computer with good graphics performance is recommended.
Yes, the course covers creating PBR materials and tileable textures in Substance Designer, focusing on their use in games and professional applications.
You’ll learn how to render and present your materials and textures professionally, using tools like Marmoset and Photoshop to make your portfolio stand out.
Yes, you’ll learn to create, tweak, and export height, normal, roughness, and metallic maps to produce realistic digital materials compatible with industry workflows.
The course dives into procedural texturing and using Substance Designer’s node system to build flexible, editable materials.