From the course: Unreal: Substance Designer Workflow
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Baking AO
- [Instructor] Now that we have an overview of how we bake out model information in Substance Designer, we're going to start to bake out our first map. So I'm going to go to our Resources folder and open up this ALTAR, and there you go. Now we have our model in view. So what I want to do is I want to bake out an ambient occlusion map for this model which is a standard map that we use for all sorts of different things and helps create some baked in shadowing in the model as well. So I'm going to right click where it says ALTAR_01, say Bake model information. First thing we'll do up here is under the folder, I'm going to switch from the defaults folder we have our Substance project saved into a sub folder, so I'm going to click on these three dots. I made a folder called bake and we'll select that. That's not a standard Substance project directory that gets auto created, I actually just made some different folders so we can have our maps broken up a little bit. And under our name, we're…
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Contents
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Import model3m 12s
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(Locked)
Bake model information overview4m
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(Locked)
Baking AO3m 30s
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(Locked)
Baking curvature2m 29s
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(Locked)
Baking IDs5m 4s
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(Locked)
Viewing material6m 42s
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(Locked)
Stone material7m 56s
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(Locked)
Gold marerial9m 33s
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(Locked)
Copper material3m 41s
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(Locked)
Combining materials with ID mask5m 7s
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(Locked)
Map overview3m 7s
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