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Rocky Ground in Substance

In Rocky ground in Substance Designer, you will learn the basic understanding of the PBR Workflow and what to do (or what not to do) to achieve the PBR look. The basic Workflow for Substance Designer and the Quixel Mixer is very important, in order to easily achieve some nice looking results. After that we start with some basic rock shapes in Substance Designer. Once we are happy with our shapes we start to add smaller rocks and pebbles, which will be blended together. In addition to this, we will create some nice looking cracks on the rocks to give it a older look and some history. After we have finished our base in Substance Designer we will switch to the Quixel Mixer, where we will add some dirt and water. In the end I show everybody how to get some nice Renderings in Unreal Engine and in Marmoset Toolbag.

Chapter 1 - Intro
00:51
Chapter 2 - References and Designer Overview
10:03
Chapter 3 - Starting the Base Rock Shape
10:05
Chapter 4 - Continuing the Base Rock
10:00
Chapter 5 - Finishing the Base Rock Shape
14:23
Chapter 6 - Adding Small and Medium Rocks
12:26
Chapter 7 - Rock Deformation
14:21
Chapter 8 - Adding Gravel and Eroded Effects
12:11
Chapter 9 - Adding Cracks
09:37
Chapter 10 - Creating the Main Height Map
14:43
Chapter 1 - Intro
01:10
Chapter 2 - Creating the Roughness
12:11
Chapter 3 - Starting the Albedo
12:05
Chapter 4 - Continuing the Albedo
10:46
Chapter 5 - Finishing the Albedo
11:45
Chapter 6 - Fixing and Adjusting our Outputs
13:14
Chapter 7 - Creating the Water Base
16:11
Chapter 8 - Exporting and Testing in Marmoset
15:24
Chapter 1 - Intro
01:16
Chapter 2 - Megascans Overview
13:57
Chapter 3 - Importing the Textures in Quixel Mixer
16:08
Chapter 4 - Adding Mud and Water
16:55
Chapter 5 - Finishing the Mud and Water
12:41
Chapter 6 - Exporting and Testing our Textures
15:46
Chapter 7 - Testing in Unreal and Marmoset
18:58

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