Release date:2019, June 20

Duration:04 h 22 m

Author:Adam Crespi

Skill level:Intermediate

Language:English

Exercise files:Yes

Creating procedural materials is an important part of a modern visualization workflow, for both real-time and rendered applications. In this course, learn how to quickly create a variety of architectural materials in Allegorithmic Substance Designer, for application in design-visualization projects. Structured as a series of case studies on common material types such as carpet, vinyl flooring, and ceiling tile, this course incorporates techniques for crafting custom materials as needed for a design while staying true to the manufacturer’s intentions. Discover how to create height, normal, and ambient occlusion maps for your substances, mask pattern components to simulate custom material blending such as mixed tile, and more.

Topics include:

Creating acoustic ceiling tile

Adjusting tile roughness

Adding ambient occlusion

Creating vinyl flooring

Using noise to modulate metalness

Creating a color base

Adjusting the size of a fine pattern

Tracing an image in Adobe Illustrator

Creating a cast concrete surface

1 – 1. Creating Acoustic Ceiling Tile (ACT-1) E2 – Establishing the tile height E3 – Adding surface detail E4 – Creating the normal map E5 – Adjusting roughness and metalness E6 – Adding ambient occlusion E7 – Using a height map to add to the normal E8 – Challenge- How to test down-facing materials E9 – Solution- Changing the sample geometry

2 – 2. Creating Vinyl Flooring (LVT-2) E10 – Starting the herringbone E11 – Creating horizontal rows E12 – Creating vertical rows E13 – Blending the herringbone rows E14 – Randomizing surface slope E15 – Adjusting roughness E16 – Adding color to the albedo E17 – Using noise to modulate metalness E18 – Exposing hues in the herringbone

3 – 3. Creating Vinyl Flooring (LVT-1) E19 – Creating a color base E20 – Arranging the herringbone pattern E21 – Creating a base material E22 – Adjusting roughness E23 – Using noise to modulate metalness E24 – Normal map and final adjustments

4 – 4. Creating Vinyl Flooring (LVT-3) E25 – Matching the manufacturers colors E26 – Creating a color base sheet E27 – Adding edge darkness E28 – Adjusting the size of a fine pattern E29 – Using noise to modulate metalness

5 – 5. Creating Carpet Tile (CPT-1) E30 – Creating the micro-pattern in grayscale E31 – Creating the macro-pattern in grayscale E32 – Adding color to the macro-pattern E33 – Blending the pattern colors E34 – Creating the normal map E35 – Fine-tuning metalness and roughness

6 – 6. Drawing Crazy Pattern Materials (TX-1) E36 – Tracing an image in Adobe Illustrator E37 – Creating a normal map E38 – Generating a roughness map E39 – Crafting subtle metallic properties E40 – Creating the albedo E41 – Setting up a function to swap colors

7 – 7. Creating a Cast Concrete Surface E42 – Establishing a form tie pattern E43 – Creating the form panels E44 – Combining the normal map E45 – Subtracting small surface bubbles E46 – Adjusting the roughness E47 – Calibrating the occlusion and metalness E48 – Creating the varied albedo

Ex_Files_Substance_Designer_Arch_Viz.7z

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