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Substance Designer and Substance Painter are two of the world’s leading 3D texturing applications. In this learning path, you can build a working knowledge of Substance Designer for material authoring and Substance Painter for 3D painting.
Explore the fundamental features of Substance Designer and Substance Painter.
Practice your skills through project-based courses.
Develop improved workflows with the Unreal and Unity real-time engines.
Substance Designer 2018 Essential Training with Joel Bradley
Learn how to create 3D textures with Substance Designer 2018. Find out how to use the atomic nodes, graphs, and functions to generate texture maps for game engines like Unreal 4.
4h 3m • COURSE
Substance Painter 2018 Essential Training with Wes McDermott
Learn how to use Substance Painter 2018 to texture and render assets for 3D games.
4h 22m • COURSE
Substance Designer for Architectural Visualization with Adam Crespi
Learn how to quickly create a variety of commonly-used architectural materials in Allegorithmic Substance Designer for application in design-visualization projects.
4h 22m • COURSE
Substance Designer: Product Visualization with Joel Bradley
Learn how to use Substance Designer to create interactive product visualizations that allow clients to change surface details on the fly.
1h 16m • COURSE
Unreal: Substance Designer Workflow with Scott Pagano
Explore the integration of Substance Designer, a powerful tool for creating textures for 3D art and games, with Unreal Engine. Get a foundation in the principles of texture creation.
2h 5m • COURSE
You'll learn master Substance Designer skills with these experts
A 3D fanatic, Joel Bradley produces 3D art for web, print, and multimedia, and training on 3ds Max and Maya.
Joel Bradley is a self-taught 3D generalist who has been using 3D and graphic design applications since he was 9 years old, cutting his teeth on programs such as trueSpace and Bryce 3D before moving onto 3ds Max. He has used his acquired skills to work in a number of industry areas, including producing content for the web, print, visualization, and multimedia to name a few.
For the past 4 years he has focused his attention on the production of video training for applications such as 3ds Max, Maya, SketchUp, Photoshop, Combustion, Composite, and more.
Wes McDermott has been a professional 3D artist for over 12 years, specializing in game art.
He currently works for Allegorithmic as integrations product manager and Substance trainer. As an author, Wes has written training guides such as Real World modo: The Authorized Guide: In the Trenches with modo and Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines.
Adam Crespi is a renowned educator and trainer in 3D applications for computer-generated imagery.
He has been teaching at the university level since 2000, and has been working in design visualization and animation since 1993. He has taught at The Art Institute of California — Orange County and DigiPen Institute of Technology, and he is currently teaching at The Art Institute of Seattle. Adam has lectured at numerous conferences and schools, including Autodesk University, Montana State University, The University of Oklahoma, and SIGGRAPH. Adam is also an Autodesk Certification Evaluator, and an Autodesk Certified Instructor in 3ds Max.
Adam holds a Bachelor of Architecture from the University of Southern California and a Master of Education from Argosy University. He wrote Achieving Invisibility: Architectural Visualization in 3ds Max (Fairchild Publishing) and the Autodesk Workbook for Design Visualization for the Solar Decathlon Competition. He has also helped design exams and training materials for Autodesk.
When he is not up to his eyebrows in any of the dozen applications he is fluent in, Adam enjoys baking bread, mountain biking, surfing, and chasing his three daughters and his two pets.
Scott Pagano is the creative and production lead of Neither-Field, a boutique animation studio based in Los Angeles.
Pagano's work fuses an extensive career of design and technical exploration into a myriad of projects for studios, brands, and performers. Specializing in procedural processes, look development, and real-time systems, Pagano works with a wide range of traditional CG tools as well as game engines and interactive platforms, including Unreal Engine and TouchDesigner.
Pagano takes inspiration from both natural and man-made worlds to create forward-thinking work while keeping the arc of art history and image-making in mind as he contributes to the evolution of visual culture.The work of Neither-Field can be seen at www.neither-field.com.