From the course: Substance Designer 2018 Essential Training
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Baking out mesh-specific maps - Substance Designer Tutorial
From the course: Substance Designer 2018 Essential Training
Baking out mesh-specific maps
- [Instructor] With our mesh properly linked to our Substance Designer package now, we are ready to take a look at the application's map baking capabilities and talk a little bit about why creating custom data maps is such an important part of the Substance Designer material creation process. To access the program's map baking properties, we will need to come over the explorer panel in the UI, and right-click on the name of the mesh that we imported. From the list of options to pick, we want to choose bake model information which will open up the scene information baking dialogue for us. We have a drop down list here that lets us select by material or by sub-mesh components, this being what Designer will use to bake map such as ambient occlusion, normal, and position to name just three. With the list set to sub-mesh, let's un-check the main geometry mesh, which means we will only bake maps for the base mesh. It's good to remember that we can expand the UI if needed by left-clicking…
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Contents
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The Welcome dialogue3m 4s
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Preferences and important setup3m 48s
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What is a substance package?2m 4s
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What is a substance graph?2m 33s
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Choosing the correct graph template3m 41s
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Setting your graph properties3m 29s
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Mesh setup prior to export3m 59s
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Importing meshes and maps into Designer5m 22s
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Baking out mesh-specific maps6m 38s
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