Skill Level Intermediate
- [Joel] Whether creating textures for real time architecture, games, or film, one thing that they all have in common is the need for a production pipeline in order to create them. And this pipeline, to a large extent, influencing both the final quality and the time that it takes to finish a material so that it has a photo real or believable look. And because of this, we're going to take a look at a few techniques and principles in this course that can help us produce good quality textures inside an acceptable timeframe. In the initial chapter for the course then, we will look at the impact that asset creation has on the texturing phase. We can see how organization of our projects will speed up material creation inside Substance Painter and a powerful tool that will allow our textures to feel like they really belong to an object. And this would be the map baking process, which includes using color IDs for texture separation, curvature maps for edge detection, and much more besides. We also don't want to underestimate how viewport control enhancements can either help or hinder the texturing process, as low quality viewport settings can obscure details or just make the texture look bland and uninteresting, depending on how and when we use them. Another big advantage that comes with using Substance Painter is that of smart materials. And so, understanding how they can help us produce good quality material results in as short a timeframe as possible will be something that we will want to know. Learning how to edit their parameters and layer structure so as to better suit our project's needs. Other texture creation aspects, such as making custom height and normal details, roughness maps using generators to better age a material, adding decals, and finally painting with symmetry and particles are tools or techniques that we will also take a look at. So as to help take our texture creation skills to a higher level.