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A Beginner’s Guide to Creating AAA-Level Textures in Substance Painter by Gosari

A Beginner’s Guide to Creating AAA-Level Textures in Substance Painter by Gosari

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Author:Gosari

Duration:14 hours 38 minutes

Actual Duration:29h 12m

Release date:2022, October

Publisher:Coloso

Skill level:Beginner

Language:English

Exercise files:Yes

Software:Substance Painter, Substance 3D Assets

Course URL:https://coloso.global/en/products/3dcharacterartist-gosari-us

Learn AAA-level character texturing in Substance Painter from 3D artist Gosari, from UI basics to finished textures.

Class focuses solely on Substance Painter, from UI and baking to finished AAA character textures. You get 50 short chapters, 14+ hours, plus Gosari’s Smart Materials and modeling data you can use in your portfolio.

๐ŸŽฏ What you’ll learn

  • Set up Substance Painter UI, shelves, resolutions and display options for daily work
  • Import models and bake mesh maps (normal, AO, ID, curvature) with Matching By Name
  • Work with layers, fill layers, Smart Materials, Smart Masks, generators and filters
  • Use blending modes, anchor points, decals, stencils, symmetry and projection correctly
  • Build your own Gosari_Detail masks and reusable Smart Materials
  • Texture fabric, metal, leather, rubber, folds, stitches, scales and emissive crystal
  • Organize texture and layer data so it is reusable in the next project
  • Export textures with correct padding, map size and type

โœ… Requirements

  • Skills: Basic understanding of 3D space, no prior Substance Painter experience needed
  • Tools: Substance 3D Painter 8.1.2 (example data may not open in lower versions), 3-button mouse
  • Hardware: Minimum 16GB RAM, dedicated GPU recommended for baking and 4K texturing

๐Ÿ“ Description

This is an all-in-one Substance Painter class. No hopping between tools: you learn the program’s UI, how it works under the hood, and the essential features actually used on AAA projects โ€” filters, generators, Smart Materials, Smart Masks, blending modes and Anchor Points.

Gosari teaches in short, dense chapters. Instead of long boring theory lectures, you watch a quick texturing pass, then break it down: why the layer is built that way, how the mask drives it, how to reuse it. You build Gosari_Detail masks and Smart Materials once and reuse them for a decade.

A big block of the class is hands-on material work: white fabrics that still look natural, folds in fabric and leather, dry rubber like tires and soles, smooth leather, weather-beaten metal, shine-through crystal with mesh maps and emissive, reptile scales and monster skin, bone-like dry surfaces. Stitches get a whole lesson โ€” 36 types, applied in about 10 seconds.

You also get class files: 13 Gosari-exclusive Smart Materials and 9 types of modeling data (Overwatch-style suits, stylized concept base; base body proportions based on Epic Games’ Fortnite data). Plus data management habits: organizing by texture and layer so the next project starts fast.

Total: 50 videos, 14 hours 38 minutes. Captions: English. Level: basic โ€” fits beginners, entry-level students, and working artists fixing their PBR workflow.

๐Ÿง‘โ€๐ŸŽ“ Who this course is for

  • Beginners and students who tried learning Substance Painter alone and got lost in features
  • Entry-level 3D / character artists who want a correct foundation before portfolio work
  • Working modelers who want faster, cleaner AAA-level texturing habits

๐Ÿง‘โ€๐Ÿซ About the Author

My name is Gosari, and I am a 3D character artist with a passion for Substance Painter. Seven years in character modeling on global AAA projects, developing character assets as part of modeling teams, plus lectures at gaming conference art sessions. Known among students for simple, clear teaching with room for personal creative flexibility.

๐Ÿ Final Result

  • Finished, portfolio-ready character suit textures (fabric, metal, leather, rubber, scales) built with your own reusable Smart Materials
  • Personal library: Gosari_Detail masks, Anchor-based details, stitches, and organized layer data for future projects
Curriculum

๐Ÿ“‹ Course content

  1. SECTION 01. Before Running Substance Painter
      1. Understanding the Basics of Substance Painter (why it is popular, how to fully utilize it, do I still need Photoshop?)
      1. Websites with Great Assets for Substance Painter (Substance 3D Assets, Community Assets, ArtStation, SketchFab)
      1. Three Key Points in PBR Textures (what is PBR, base colors, roughness, normal / height maps)
      1. Introducing Modeling Exercises and Things to Note (modeling exercises, Gosari’s Smart Materials, most-used features)
  2. SECTION 02. Deep Dive into the UI
      1. Taking a Quick Tour of the UI (2D/3D, MBC, cameras, layout, Settings, background color, language, shortcuts)
      1. Exploring Channels (Base Color, Metallic, Roughness, Height, Emissive, Opacity)
      1. How to Use the Shelf Window (view options, folder management, importing data into Shelf)
      1. Learning about Display Options (shaders, grid, wireframe, tesselation)
      1. Exploring Resolutions (resolutions for importing, project, baking, exporting)
  3. SECTION 03. Modeling and Baking
      1. Importing Models (UDIMs, Unwrap files, import settings, how to import correctly)
      1. Changing Models โ€” Things to Note (objects can only be changed not added, material name and UV must match)
      1. Get a Mesh Map Through Baking (is baking necessary, bake as a whole, Matching By Name, mesh maps, troubleshooting)
      1. Try Using Baked Mesh Maps (fill layers, generators, Smart Masks, ID maps โ€” Mask Shift and Color Selection)
      1. Making Gosari_Detail Data Using Mesh Maps (own masks 10x speedup, Gosari_Detail Smart Materials, decade-long Smart Masks)
      1. Baking Should be Done Multiple Times (renaming materials before baking, why AO twice, how to use baked maps)
  4. SECTION 04. Exploring Features Before Texturing
      1. From Number Keys 1 to 6 (draw, eraser, projection, UV region, smudge, clone)
      1. Using Brushes and Recommended Brushes (brush types, ink and sponge, pen pressure, Dynamic Strokes)
      1. Using Paint Layers (uses, projection, normal surfaces, tool functions)
      1. Using Fill Layers (uses, Smart Masks, generators, mesh maps)
      1. Adding Base Materials (start with one, pattern scale and settings, recommended bases)
      1. Using Smart Materials (start with one, turn off all layers, combining materials)
      1. Using Smart Masks (start with one, turn off all layers, recommended masks)
      1. Exploring Symmetry Settings (when Symmetry fails, shortcuts, changing the symmetry axis)
      1. Exploring Projection Settings (UV, Tri-planar, Spherical, Cylindrical, Warp real-time editing)
      1. Getting Hands-on with Decals (adding, downloading and applying decals)
      1. Using the Stencil Feature (S key setup, PNG images, fill vs paint layer Feature No. 3)
      1. Effects You Can Add to Masks by Right-Clicking (paint, fill, levels, filter, color selection, anchor point)
      1. Three Ways to Insert Regions Using Masks (4 key, Geometry mask, ID maps recommended by Gosari, filling empty ID areas)
      1. How to Hide Objects (opacity channels, Geometry mask, eye icon + Alt + H, overlapping parts)
      1. Exploring Frequently Used Filters (HSL, blur, sharpen, warp)
      1. Exploring Frequently Used Generators (Metal Edge Wear, curvature / AO, position, auto stitcher, UV border)
      1. Adding Pattern Maps Such as Dirt and Grunge Maps (fill layers, erasing mask regions with blending modes, lock repeat, export as patterns)
      1. Using Blending Modes (differences from Photoshop, effects below fill layer masks, Multi / Sub Lighten)
      1. Insert Textures with Normal Surfaces (Shelf normal textures, paint layers as normal maps, Anchor Points)
      1. Exploring Anchor Points (generators, fill layers, cross-folder regions, Gosari_Anchor_Detail Smart Materials)
      1. Adding High-Quality Stitches in 10 Seconds (36 stitch types, how to use them)
      1. Additional Useful Features (file rename to reduce size, Tab to hide UI, keep object visible while painting, wrong-spot fixes, cross-material folder links, pause rendering, F to refocus, alpha options)
  5. SECTION 05. Starting Texturing
      1. Dividing Regions (apply Smart Materials, merge chapters 13/14/35 into 38_Gosari_First, divide by texture with 4 key and ID maps, black layer at bottom)
      1. Start by Uploading Anything (analyze and modify layers, blend 38_Gosari_First into existing texture, adjust base color / roughness)
      1. Creating Detail Layers for Alternating Use (Smart Masks setup, grunge / dirt, 40_Gosari_Detail_up, folder organization)
      1. Creating and Using an AO Map Folder (AO baked as Always, blending by project / concept)
      1. Boosting the Quality of Fabric Textures (fabric patterns, stitches on specific parts)
      1. Improving the Quality of Metal Textures (three patterns, worn look)
      1. Improving the Quality of Leather Textures (leather patterns, stitches, scratches)
      1. Easy Ways to Create Realistic Folds (pattern maps, folds from materials, height maps in fill layers)
      1. Creating Skin of Creatures Like Dragons (natural dragon scales, bone textures, color temperature, mesh maps + Anchor Points)
      1. Texturing Details That Go Well with AAA Projects (seams, stitches, symmetry-free modeling, silhouette emphasis)
      1. Exporting Textures (presets, padding value, map size and type, naming)
      1. Simple Rendering in Iray (Iray basics, simple render, saving images)
      1. Improving the Quality of Leather Textures
      1. Easy Ways to Create Realistic Folds (pattern maps, height maps)
      1. Creating Skin of Creatures Like Dragons (scales, color temperature, mesh maps + Anchor Points)
      1. Texturing Details That Go Well with AAA Projects (seams, stitches)
      1. Export setup: padding, map size and type
      1. Final polish: base color correction, white / achromatic fabrics, dry rubber, smooth leather, reptile skin, bone look
  6. SECTION 06. What You Should Do after Finishing This Class
      1. How to Improve Your Texturing Skills (samples, references, scanned data, other games data)

๐Ÿ“ข 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.

Watch online or Download for Free
A Beginner’s Guide to Creating AAA-Level Textures in Substance Painter by Gosari
NAME
SIZEDURATION
Gosari Eng Dub
55.9 MB20m
SECTION 02. Deep Dive into the UI
0 B
SECTION 03. Modeling and Baking
0 B
SECTION 04. Exploring Features Before Texturing
0 B
SECTION 05. Starting Texturing
0 B
SECTION 06. What You Should Do after Finishing This Class
4.7 MB5m
Gosari Eng Sub
13.8 MB10m
SECTION 01. Substance Painter ์ผœ๊ธฐ ์ „์— ์ผ๋‹จ ๋ณด์„ธ์š”
9.1 MB5m
SECTION 02. UI ์‚ดํŽด๋ณด๋ฉด์„œ ๊ตฌ์„๊ตฌ์„ ์•Œ์•„๋ด…์‹œ๋‹ค
0 B
SECTION 03. ๋ชจ๋ธ๋ง์„ ๋ถˆ๋Ÿฌ์™€์„œ ๋ฒ ์ดํฌ๊นŒ์ง€ ํ•ด๋ด…์‹œ๋‹ค
0 B
SECTION 04. ํ…์Šค์ฒ˜ ํ•˜๊ธฐ ์ „์— ์–ด๋–ค ๊ธฐ๋Šฅ๋“ค์ด ์žˆ๋Š”์ง€ ์•Œ์•„๋ณผ๊ฒŒ์š”
0 B
SECTION 05. ๋ณธ๊ฒฉ์ ์œผ๋กœ ํ…์Šค์ฒ˜ ํ•ด๋ด…์‹œ๋‹ค
0 B
SECTION 06. ๊ฐ•์˜๊ฐ€ ๋๋‚˜๋„ ์—ฌ๋Ÿฌ๋ถ„์ด ํ•˜์…”์•ผ ํ•  ๊ฒƒ๋“ค
4.7 MB5m

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