Substance Painter Launch Pad – CGBoost

Get the course Substance Painter Launch Pad free download links through Mega.nz and Google Drive.

Texturing using free software is just too much of a pain?
We got you covered. Learn how to use Substance Painter and kick-start your texturing skills to a whole new level.

This course will teach you everything important to get started with advanced texturing in Substance Painter.

All the crucial fundamental principles, tools, settings and workflows are explained step by step and easy to understand, in concise lessons with practical exercises.

We also cover a full Blender to Substance Painter pipeline, as Blender is still our main weapon of choice.

WHAT’S INSIDE?
Get an overview of the course journey.
Part 1 – Flybot Texturing

Chapter 1 – Getting Started

The 1st chapter will give you the overall theoretical knowledge about Substance and its PBR workflows.

It is mostly theoretical knowledge, but one that is definitely vital for your understanding of what’s happening under the hood of the software while you’re texturing.

In this chapter, you will also learn how you can get Substance Painter, what licensing and subscription options there are and some history behind the software.

Chapter 2 – Preparing the 3D Model

The 2nd chapter gives you a quick introduction into various ways you can approach preparing your 3d models in Blender for export to Substance.

You will learn how to approach building your models, their UVs and materials even before you step inside of Substance Painter. All the possible variants are included as .blend files.

Chapter 3 & 4 – User Interface & Tools Overview

In chapter 3 and 4, you will get all the basic knowledge of Substance Painter’s user interface and tools.

You will go step by step through the software’s various important areas and learn everything you need for the later workflow chapters. Throughout the chapters, you will be using the “Flybot” base model, allowing you to splash some paint on it!

Chapter 5 – Basic PBR Texturing Workflow

The first hands-on texturing workflows start in chapter 5, while we’ll be working on our little “Flybot” model.

You will get to know your first materials, masks, particle brushes, alphas, normals and much more. From baking process, to color variation and adding dirt, to the final touches, you will have a first taste of how fun and fast working in Substance Painter actually is.

Chapter 6 – Rendering Overview

In chapter 6 you will learn about presenting your creation in the best possible light.

In other words, you will get to know the rendering capabilities of Painter, including the great “IRay” interface. You will learn about powerful filters, lighting adjustments, as well as controlling the environment around your model for the best possible rendering results directly inside of Painter.

Part 2 – Barrelbot Texturing

Chapter 7 & 8 – Preparing & Texturing the Barrelbot

In Chapters 7 and 8 we will finally jump onto the mascot of the whole course, the F37 Barrelbot, our nuclear waste-cleaning robot called “Barry”.

First, we will UV unwrap it in Blender and prepare it for export. After that, in Painter, you will learn about advanced workflows and tricks, painting normal and height maps, playing around with complex masks, adding decals and deepening the backstory of this robot with adding texture details.

Chapter 9 – Use the 3D Model in Blender

In Chapters 7 and 8 we will finally jump onto the mascot of the whole course, the F37 Barrelbot, our nuclear waste-cleaning robot called “Barry”.

First, we will UV unwrap it in Blender and prepare it for export. After that, in Painter, you will learn about advanced workflows and tricks, painting normal and height maps, playing around with complex masks, adding decals and deepening the backstory of this robot with adding texture details.

Part 3 – Bonus

Chapter 10 – Texturing more Scene Assets

Chapter 10 will give you some more, shorter yet more specific workflow examples, like texturing cloth or sculpting in Substance Painter.

Chapter 11 – Advanced Tools & Workflows

The final chapter 11 is for all of you who mastered the previous sections, since we will focus on more advanced parts of Painter.

This including all the seldom used, yet useful tools it provides, like working with MicroDetails, advanced Baking, Dynamic Strokes, using Anchor Points, LUTs and more.

Sales Page: _https://www.cgboost.com/courses/substance-painter-launch-pad

MEGA and Google Drive Links available

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