From the course: Unreal: Substance Designer Workflow

Import model

From the course: Unreal: Substance Designer Workflow

Start my 1-month free trial

Import model

- [Instructor] For this course, we'll be using the latest version of Substance Designer as of today, which is 2017.2.1. So the first thing we're going to do, now that we have that open, is we're going to go to our explorer pane over here, and under where it says User's Packages, I'm going to right-click, and say New Package. So this makes now a new Substance Designer package file. So now what I want to do is I just want to make a new graph, so we'll say New, Substance Graph, and we'll get our New Substance Graph window. I want to make a physically based material, based on metallic roughness model, and we'll set it to 2k for now. So 248 by 248, and we'll say okay, and that's just going to make a new empty graph for us with that graph's respective outputs. Okay, and so what I'm going to do now, is I want to link in a model, so we can start actually seeing the material we're going to build on a model, and that we can have a model in here to bake out a model specific information. So I'm going to right-click where it says Unsaved Package, and I'm going to say Link, 3D Mesh, and now you can see, on this PC, on the Desktop, we've placed the unzipped Exercise Files folder, and in Chapter One, there is a geometry folder, and you can see that we have five different FBX files, and these are the files we'll be using, both to import into Substance Designer to build materials, and we'll use the same assets to import into Unreal Engine, to then actually build out our scene. So what we're going to start with here is this altar model. So I'm going to click on that, ALTAR_01, say open up, and you can see automatically a resources folder got created, and in that is our ALTAR_01 mesh. So now I'm just going to double-click on that, and you can see our default rounded edge cube has now been replaced with our model. So the set we're going to be building is a bit of like a cathedrally environment, and so this is an altar model that will sit within that, and so there we go. Now we can navigate and I'm just left mouse clicking to sort of orbit this model around, the traditional kind of commands. I'm middle mouse clicking to pan it, and so on and so forth. Okay, so now that we have a model in our scene, I just want to show you how we can view the UVs of that model. So under Scene here, under 3D View pane, I'm going to say Display UVs in 2D View, and now you can see that the UVs of that model come up here in our 2D View, and this is obviously important to be able to see, so we can see where the different parts of our mesh are UVd, and we can double check things, and then also mask certain areas, if we're trying to do things with different parts of our model. All right, I'm just going to move these windows around a little bit. Substance Designer has these bold red Uvs, and you can go and see that we've got in the lower left kind of major portion of this is kind of the main stone portions of our altar, and then there's various bits of metallic detailing and such that we put on the UV tile on the edges, just to try and make the space as efficient as possible, and okay. So now we've imported a model into Substance, and we have viewed and checked its UVs, and next up, we are now going to actually start baking out information from this model to start building our Substance Graph.

Contents