Create a Rocky Ground Surface with Substance and Quixel
Learn to create a nice looking ground shader and test it in the Unreal Engine!
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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.
Your Instructor
Philipp Schmidt graduated as a 3D Artist in Germany, and has worked at Crytek as an Intern Environment Artist for “The Climb” and as Freelance Artist on numerous unannounced projects. In addition, he has always had a passion for 3D Art and Environments, and he enjoys sharing his knowledge with those who are as eager to learn as he is.
Course Curriculum
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Preview1379-01-Intro (0:51)
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StartDownload Course Source Files Here!
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Start1379-02-References and Designer Overview (10:03)
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Start1379-03-Starting the Base Rock Shape (10:05)
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Start1379-04-Continuing the Base Rock (10:00)
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Start1379-05-Finishing the Base Rock Shape (14:23)
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Preview1379-06-Adding Small and Medium Rocks (12:26)
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Start1379-07-Rock Deformation (14:21)
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Start1379-08-Adding Gravel and Eroted Effects (12:11)
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Start1379-09-Adding Cracks (9:37)
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Start1379-10-Creating the Main Heightmap (14:43)
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Preview1380-01- Intro (1:10)
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Start1380-02-Creating the Roughness (12:11)
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Start1380-03-Starting the Albedo (12:05)
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Start1380-04-Continuing the Albedo (10:46)
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Preview1380-05-Finishing the Albedo (11:45)
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Start1380-06-Fixing and Adjusting our Outputs (13:14)
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Start1380-07-Creating the Water Base (16:11)
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Start1380-08-Exporting and Testing in Marmoset (15:24)
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Preview1381-01-Intro (1:16)
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Start1381-02-Megascans Overview (13:57)
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Start1381-03-Importing the Textures into Quixel Mixer (16:08)
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Start1381-04-Adding Mud and Water (16:55)
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Start1381-05-Finishing the Mud and Water (12:41)
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Start1381-06-Exporting and Testing our Textures (15:46)
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Start1381-07-Testing in Unreal and Marmoset (18:58)