From the course: Substance Designer for Architectural Visualization
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Creating the normal map - Substance Designer Tutorial
From the course: Substance Designer for Architectural Visualization
Creating the normal map
- [Instructor] In this exercise, we'll get our normal map established based on the height we've created. What I've got so far is my splatter pattern over the T bar on the tile with the beveled edge. Now what I'll do is put this into a normal in a base material and see how it looks. I'll scroll out, move everything to the side by selecting and dragging, and then putting in a normal. Again, hitting the space bar and typing in normal or just choosing it from this list. I'll zoom in and connect the output of my blend into the normal and then get it into a base material. I find I'll use a base material a lot to get things going before any dirt and then eventually connect to the output. Hitting the space bar, I'll type in base and choose base material. and drag it onto that sample cube. What we can see then is we've got, well, a gray metallic tile, but at least the normal is in the right place. We've got our dots, and we've got our beveled edge. What I'll do is take the roughness up. Take…
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Contents
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Establishing the tile height7m 2s
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(Locked)
Adding surface detail5m 49s
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(Locked)
Creating the normal map4m 33s
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(Locked)
Adjusting roughness and metalness6m 35s
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(Locked)
Adding ambient occlusion5m 23s
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Using a height map to add to the normal3m 34s
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(Locked)
Challenge: How to test down-facing materials49s
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(Locked)
Solution: Changing the sample geometry4m 13s
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