From the course: Unreal: Substance Designer Workflow
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Copper material
- [Male Instructor] Alright, so now you can see our graph looks a little bit different. What we just started to do is comment things by adding some frames and some labels so we can start to sort of have a nice clean, organized network. Cause things get a little bit more complicated as we add more stuff in. To make things a little bit clearer, we have everything we built before and then we have this new copper section in here, which is just a copy of the gold section with some different parameters. So we can have some different kinds of metal in our object. And we see, we have actually named our substance graph now to ALTAR_01. So, we've just done a couple steps towards leading this towards being an actual real substance, that is kind of complete and production-ready. So, let's zoom in here. So, the first thing we're going to want to do is we've got this node right here. Then, let's double-click on this to double check it. And you can see this was our curvature map that we had to add a…
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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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