Current Chapter: Chapter 1 - Intro
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Wood Shaders in Substance

In this course we will be covering how to create multiple procedural wood textures in substance designer. To start, we will go over how to create a proper normal, diffuse, roughness and metallic map shader networks for our base wood using the pbr texturing workflow. From there, we will learn how to create a painted version of our wood in the same network while still keeping everything procedural. Once every thing is looking good, we will render our final texture in Marmoset Toolbag 3 as we make some nice screenshots for our portfolio. With the Marmoset environment setup, we will then revisit our network and begin working on our birch tree bark texture. With this, we will be learning how to expose parameters within substance so that you can quickly change the look of your texture with just a few sliders. There's a lot of Substance goodness to absorb here, so don't miss this one!

Chapter 1 - Intro
01:23
Chapter 2 - Begin Creating the Heightmap
18:53
Chapter 3 - Tweaking Textures for the Heightmap
19:29
Chapter 4 - Building More of the Heightmap Network
18:18
Chapter 5 - Optimizing the Heightmap
15:41
Chapter 6 - Starting the Base Color
18:31
Chapter 7 - Building the Base Color Network
09:49
Chapter 8 - Tweaking the Base Color Nodes
11:48
Chapter 9 - Starting the Roughness Map
19:22
Chapter 10 - Adding the Finishing Touches
08:25
Chapter 1 - Intro
01:17
Chapter 2 - Starting the Paint Normal Map
19:35
Chapter 3 - Finishing the Paint Normal Map
19:41
Chapter 4 - Starting the Paint Diffuse Map
19:17
Chapter 5 - Finishing the Paint Diffuse Map
08:38
Chapter 6 - Creating the Procedural Workflow
14:10
Chapter 7 - Begin with the Final Bark Polish
19:58
Chapter 8 - Finish the Final Polish
18:04

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