Release date:2018

Duration:04 h 57 m

Author:Philipp Schmidt

Skill level:Beginner


Exercise files:Yes

In Rocky ground in Substance Designer, you will learn the basic understanding of the PBR Workflow and what to do (or what not to do) to achieve the PBR look. The basic Workflow for Substance Designer and the Quixel Mixer is very important, in order to easily achieve some nice looking results. After that we start with some basic rock shapes in Substance Designer. Once we are happy with our shapes we start to add smaller rocks and pebbles, which will be blended together. In addition to this, we will create some nice looking cracks on the rocks to give it a older look and some history. After we have finished our base in Substance Designer we will switch to the Quixel Mixer, where we will add some dirt and water. In the end I show everybody how to get some nice Renderings in Unreal Engine and in Marmoset Toolbag.

Table of Contents

Volume 1

Chapter 1 – Intro 00:51

Chapter 2 – References and Designer Overview 10:03

Chapter 3 – Starting the Base Rock Shape 10:05

Chapter 4 – Continuing the Base Rock 10:00

Chapter 5 – Finishing the Base Rock Shape 14:23

Chapter 6 – Adding Small and Medium Rocks 12:26

Chapter 7 – Rock Deformation 14:21

Chapter 8 – Adding Gravel and Eroded Effects 12:11

Chapter 9 – Adding Cracks 09:37

Chapter 10 – Creating the Main Height Map 14:43

Volume 2

Chapter 1 – Intro 01:10

Chapter 2 – Creating the Roughness 12:11

Chapter 3 – Starting the Albedo 12:05

Chapter 4 – Continuing the Albedo 10:46

Chapter 5 – Finishing the Albedo 11:45

Chapter 6 – Fixing and Adjusting our Outputs 13:14

Chapter 7 – Creating the Water Base 16:11

Chapter 8 – Exporting and Testing in Marmoset 15:24

Volume 3

Chapter 1 – Intro 01:16

Chapter 2 – Megascans Overview 13:57

Chapter 3 – Importing the Textures in Quixel Mixer 16:08

Chapter 4 – Adding Mud and Water 16:55

Chapter 5 – Finishing the Mud and Water 12:41

Chapter 6 – Exporting and Testing our Textures 15:46

Chapter 7 – Testing in Unreal and Marmoset 18:58
Volume 1

01-Intro 02-References and Designer Overview 03-Starting the Base Rock Shape 04-Continuing the Base Rock 05-Finishing the Base Rock Shape 06-Adding Small and Medium Rocks 07-Rock Deformation 08-Adding Gravel and Eroted Effects 09-Adding Cracks 10-Creating the Main Heightmap

Volume 2

01- Intro 02-Creating the Roughness 03-Starting the Albedo 04-Continuing the Albedo 05-Finishing the Albedo 06-Fixing and Adjusting our Outputs 07-Creating the Water Base 08-Exporting and Testing in Marmoset

Volume 3

01-Intro 02-Megascans Overview 03-Importing the Textures into Quixel Mixer 04-Adding Mud and Water 05-Finishing the Mud and Water 06-Exporting and Testing our Textures 07-Testing in Unreal and Marmoset


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