From the course: Substance Painter: Petrol Pump Game Asset

Welcome

- [Voiceover] Hello everyone, and welcome to our Substance Painter, Petrol Pump Asset course. My name is Joel Bradley and I'm really looking forward to being able to take you through another Substance based texturing project, only this time of course using the Substance Painter application. The general idea of this course is to demonstrate by means of a mini texturing project some of the major tools that can be found inside Substance Painter's extensive range of options. To get things moving we will take a little bit of time to become familiar with the base model or asset that we will be using throughout this course by re-importing the mesh into 3DS Max and then taking a look at how it's vertex color assignments were made. These as you will see whilst working through the course will be essential to both our speed of production and the final quality of the material piece that we will produce. We will then dive in as it were and start to create our Substance project by importing the petrol pump FBX into Painter and setting everything up so that we are ready to move into the project proper. Chapter Two we'll see is not only import cost of bitmaps for use as decals but also show how we can make use of materials that have already been created only in this instance using the Substance Designer application. In Chapter Three we will learn how to create Substance Fill layers, adjust parameters, so as to customize the looks of our materials. Use our vertex color IDs in order to limit the influence of the filled layers and also group and organize our layer stack. Indeed we will do all of this for the multiple material types that we are going to be creating, those being painted metals, clean metals, rubber, plastic and also glass. Finally in Chapter Four besides creating custom tools we will also look at how we can use our imported image files in connection with projection painting so as to add an extra level of detail to the finished piece. To conclude we will look at using a basic particle based brush to add streaks and smears to the texture, finishing off the project by using our stack to add a final layer of more generalized art to the overall asset. As we have lots of fun stuff to look forward to, let's go ahead and dive right in.

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