Current Chapter: Chapter 1 - Intro
Up Next: Chapter 2 - Creating the Basemesh

Cannon Texturing in Substance

In this Course we will be walking through the process of creating a realistic looking Ship Cannon. To start, we will be using Maya to begin the modeling process and block out the main shapes. Once we complete this initial pass, we will then export our Base to Zbrush to add some nice Edge Damage and Overall Damage and Noise to our Metal and Wood Parts to help really push the life-like deatil into the maps we will be baking. Next, we will be learning how to create Color ID Maps in Zbrush, to help speed up the workflow steps in Substance Painter.From there we will venture back into Maya where we will create the Lowpoly and send it over to UV Layout to create our UV's in a very smart and fast way. When we are happy with our UVLayout and our Overall Mesh Smoothing we can start Baking and Texturing our Lowpoly Mesh in Substance Painter and afterwards we will create some High Resolution Screenshots in Marmoset Toolbag 3. Don't have Marmoset Toolbag 3? Don't sweat it! I'll also be showing you how to setup Iray in Substance Painter to get some nice Screenshots direct in the Painter as well.

Chapter 1 - Intro
01:01
Chapter 2 - Creating the Basemesh
09:05
Chapter 3 - Working with Boolean
11:19
Chapter 4 - Subdividing for Zbrush
07:09
Chapter 5 - Importing into Zbrush
13:32
Chapter 6 - Sculpting Wood
16:29
Chapter 7 - Creating Metal
15:30
Chapter 8 - ColorID Renaming and Exporting the High Poly
19:36
Chapter 1 - Intro
00:55
Chapter 2 - Creating the Low Poly
12:05
Chapter 3 - Starting the UVs
10:30
Chapter 4 - Finishing the UVs
10:00
Chapter 5 - Baking in Substance Painter
09:54
Chapter 6 - Texturing the Wood
11:40
Chapter 7 - Finishing the Wood Texture
09:38
Chapter 8 - Texturing the Barrel
10:44
Chapter 9 - Rendering in Marmoset and IRay
14:49

New Training Released Every Week.

Start learning today.