Realistic Texturing with Substance Painter by Heedo Park
Duration:22 hours 5 minutes
Actual Duration:44h 10m
Release date:2023
Publisher:Coloso
Skill level:Intermediate
Language:Korean
Exercise files:Yes
Software:Substance Painter, Maya, V-Ray
Course URL:https://coloso.global/en/products/3ddesign_parkheedo-us
This course is a straight shot to better texturing. Instructor Heedo Park skips the fluff and focuses on the practical pipeline that gets you from a raw model to a portfolio-ready, photo-realistic render. You’ll learn how to analyze references, build believable materials, and use Substance Painter like a pro, not just a button-pusher.
π― What you’ll learn
- Master the core functions of Substance Painter for realistic results.
- Apply texturing theory to create believable metals, stone, leather, and velvet.
- Integrate Substance Painter with Maya for final rendering and turntable presentation.
- Use UDIMs and mesh maps for high-detail, efficient texturing workflows.
- Create a complete, portfolio-ready antique armor asset from start to finish.
β Requirements
- Skills: Basic understanding of 3D modeling and UV mapping.
- Tools: A 3-button mouse.
- Hardware: A computer capable of running Substance Painter and Maya 2019.
π Description
Most tutorials just show you which buttons to click. This class explains why you’re clicking them. Heedo Park breaks down the entire texturing process, starting with the fundamentals of shaders and lightingβthings most artists skip but are critical for realistic results.
You’ll work through two major projects: a stone statue and a complex antique armor set. For each, you’ll learn a systematic approach: analyzing references, planning your layer stack, building base materials, and then adding dirt and wear to tell a story. The course covers everything from UDIM workflows for high-res detail to using Maya’s procedural texturing for fabrics like velvet. You’ll also get over 200 practical presets, including brushes and scene files, to kickstart your own projects.
π§βπ Who this course is for
- Beginners who want a solid, practical foundation in texturing, not just tool basics.
- Intermediate artists who feel stuck and want to upgrade their work to a professional, realistic level.
- Anyone looking to build a strong portfolio piece that demonstrates a complete production pipeline.
π§βπ« About the Author
Heedo Park is a veteran 3D artist and the head of the Locus lighting team. He has created assets and cinematics for major brands like Samsung, Toyota, and Hera, and worked on game cinematics for Lineage 2 Revolution, Blade & Soul 2, and Bless. His experience spans the entire production pipeline, from texturing and shading to lighting and rendering.
π Final Result
- A fully textured, portfolio-ready render of an antique armor set.
- A deep understanding of the texturing pipeline, from reference to final output.
- A library of practical presets and workflows you can apply to any future project.
π’ Guys, this is a Group Buy campaign, check the GBC forum thread to get access
You can find the course preview in the download section below.

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