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Scratch to Substance V1 – Substance Painter-Designer Pipeline Learn the Substance Painter Pipeline by Matt Skonicki

Scratch to Substance V1 – Substance Painter-Designer Pipeline Learn the Substance Painter Pipeline by Matt Skonicki

Author:Matt Skonicki

Duration:16 hours

Actual Duration:16h 6m

Release date:2018, June

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Autodesk Maya, Substance Painter, Substance Designer, Unreal Engine 4, Arnold

Course URL:https://www.udemy.com/course/scratch-to-substance-v1-substance-painterdesigner-pipeline

Build a complete PBR texturing pipeline from scratch, moving from Maya modeling through Substance Painter and Designer, all the way to Unreal Engine VR.

This course walks you through a complete PBR texturing pipeline, starting with a photo reference in Autodesk Maya and ending with a fully realized VR scene in Unreal Engine 4. You’ll learn how to build custom materials in Substance Designer, paint them in Substance Painter, and set up a real-time environment. It’s a practical, no-fluff look at how a professional asset moves from modeling to final render.

🎯 What you’ll learn

  • Build a complete PBR texturing workflow from modeling to final render.
  • Create custom materials in Substance Designer from photo references.
  • Set up a VR level in Unreal Engine 4 with your own textured assets.
  • Use advanced projection decals, stencils, and material stamps in Substance Painter.

✅ Requirements

  • Skills: Basic familiarity with Maya and Substance Painter interface.
  • Tools: Substance Painter, Substance Designer, Autodesk Maya.
  • Hardware: Minimum 16GB RAM, dedicated GPU for Unreal Engine.

📝 Description

This isn’t a series of isolated tutorials. It’s one continuous project where you build a single, complex scene from start to finish. You begin by modeling a phone booth and platform from a photograph in Maya, focusing on clean topology and proper UVs for game engines. Then you jump into Substance Painter to set up your base materials.

The real meat is in Substance Designer. You’ll learn to build custom materials from your reference photos, creating unique dirt, cracks, and wear patterns that make your asset look grounded and real. The course covers everything from normal map diagnostics to advanced projection decals. Once the texturing is done, you export your maps into Unreal Engine 4 and set up a VR level to see your work in a real-time environment. You’ll also get a bonus look at rendering the final scene in Arnold for Maya.

🧑‍🎓 Who this course is for

  • 3D artists who want to learn a complete PBR texturing pipeline.
  • Game developers looking to integrate Substance tools with Unreal Engine.
  • Modelers who want to understand how their assets will be textured and rendered.

🧑‍🏫 About the Author

Matt Skonicki is a seasoned 3D artist with years of experience in game development and visual effects. He focuses on practical, production-ready workflows, teaching artists how to bridge the gap between modeling and real-time rendering. His courses are known for their hands-on, project-based approach.

🏁 Final Result

  • A fully textured, game-ready phone booth and platform scene.
  • Custom Substance Designer materials built from photo reference.
  • A VR level in Unreal Engine 4 showcasing your final asset.
Curriculum

📋 Course content

  1. Module 1: Pipeline & Modeling
    • Pipeline and Reference11:38
    • Projection Modeling23:20
    • Macro of Low Rez Mesh12:42
    • Micro of Low Rez Mesh6:10
    • Proper UV Layout51:54
    • Human Scaling for VR11:22
    • Building High Poly Mesh23:41
  2. Module 2: Baking & Maps
    • Baking Mask ID Maps16:00
    • Export to Substance/Normal Bake35:10
    • Normal Map Diagnostics15:51
    • Creating Occlusion35:47
    • Baking Additional Masking Maps26:26
  3. Module 3: Substance Painter Setup
    • Painting Scene Setup35:04
    • Fill Layers, Layers, and Brushes20:34
    • Materials and Smart Materials6:57
    • Generators and Effects30:08
  4. Module 4: Substance Designer
    • Substance Designer Nodes24:25
    • Creating a Template in Designer10:34
    • Depth Build: Yellow Padding Material35:02
    • Albedo Roughness: Yellow Padding Material13:25
    • Pillar and Platform Floor Material9:42
  5. Module 5: Material Layout
    • Multi_Modular FBX Export8:48
    • Base Material Layout: Platform19:47
    • Base Material Layout: Pillar30:26
    • Stencils, Decals, and Material Stamps14:05
    • Creating the Pillar Signs28:41
    • Finishing Small Pieces37:42
    • Advanced Projection Decals19:58
  6. Module 6: Phone Booth & Details
    • Phone Booth Setup34:36
    • Adding Ground Strips37:24
    • Ground Cracks and Crevices22:03
    • Final Platform Decay Details26:19
  7. Module 7: Weathering & Final Details
    • Pillar Dirts and Dents39:58
    • Pillar Crud and Cracks27:10
    • Weathering and Puddles48:01
  8. Module 8: Export & Rendering
    • Exporting Texture Maps20:13
    • Unreal Level Setup in VR41:22
    • Material Check in VR10:08
    • Rendering in Arnold10:43
    • Bonus Lesson and Wrapup32:48
Watch online or Download for Free
Scratch to Substance V1 – Substance Painter-Designer Pipeline Learn the Substance Painter Pipeline by Matt Skonicki
NAME
SIZEDURATION
Section 1 Projection Modeling from Photography
59.3 MB53m
DROP_WHATS_IN_HERE_TO_PROJECT_FILES_FOLDER
13.1 MB0m
Reference
13.1 MB0m
Section 2 Model Prep for Substance
153.3 MB2h 33m
Section 5 Macro Material Layout in Painter
76.4 MB1h 32m
Section 7 Unreal VR Level Setup with Assets
73.9 MB51m
Section 8 Rendering in Arnold
10.3 MB10m
Section 9 Bonus Lesson
22.2 MB32m

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