The main purpose of substance painter is to texture any and all models. The advanced tools within substance allow you to make textures that are more complex including elements of particles and code to make a more interactive and dynamic.
It has several incredibly useful features that I will go into later. Some examples include 8k texture baking, real time PBR material workflows, and many material pre-sets.
You have the options to paint both on the 2D maps as well as straight onto the 3D model in the 3D viewport.
This means you can see edits in real-time so you know exactly how your texture will turn out. Substance Painter displays and exports all textures in the PBR format so they’ll import straight into a game engine with the exact same result.
Procedural Freedom
The flexibility that procedurals provides to the creation of textures is unparalleled. Familiarizing yourself with the structures of procedurally, as well as its conventions and shortcomings will enable you to be a strong artist across the board and give you the tools to develop flexible, long-lasting and battle-hardened art.
PBR
Understanding the use-cases for the images created within Substance Designer is critical to proper texture development. This series will flesh-out our knowledge of physically-based rendering and the specific texture maps that this system requires.
Material Workflow
To complement all of the theory, you will get hands-on experience developing a high quality material from scratch. Beyond simply understanding what nodes to put where, you will understand “why” we use each node and how it contributes to the higher, more abstract thinking that Texture/Material Artists exercise when working on their art.
You should have written up what substance painter is and how it can be used
You should have an annotated UI for substance painter
Have shown evidence of you using substance painter to texture Mat.
If you are missing anything please complete it at home!
Unwrapping is turning a 3D mesh into a 2D net, similar to when you made a cube out of a net in maths unwrapping is the process of creating seams, then using them to form the flatted out shape needed for texturing.
Looking at the net to the left you would be able to assemble this into a fully 3D model. Now comes the twisted part, unwrapping when you look at it like this seems easy right?
Wrong, look to your left that now think how would you unwrap a person. An organic object that has no defined edges?
Texel density refers to the size and level of detail within a texture sheet. While the resolution of these textures itself can change between games and game types, texel density is about a consistent measurement value that’s game-wide.
Higher texture resolution & same object scale = Higher Texel Density (Less blurry texture)
Same texture resolution & higher Object scale = Lower Texel Density (Blurrier Texture)
If you are missing anything please complete it at home!