12 WEEKS • ONLINE • INSTRUCTOR-LEAD • SKILL-FOCUSED

Mastering SUBSTANCE

with Arvin Villapando

ENROLLMENT OPEN  •  STARTS SATURDAY, JUNE 15TH
ENROLL NOW ENROLL WITH PAYMENT PLAN WATCH THE WEBINAR

 

LEARN THE MOST IN-DEMAND SOFTWARE PROGRAM IN GAMES TODAY!

Allegorithmic’s Substance Painter and Substance Designer have become standard tools at studios around the world for texturing game assets.

Learn how to apply materials and detailed textures using Substance from one of the Industry's leading artists, Arvin Villapando. Arvin designs, develops and maintains the production pipeline at GameTextures, using the Allegorithmic Substance framework. 

Arvin will teach you how to go tackle projects with ease through the pipeline, from asset creation to completed product.

This Mastering Substance course will consist of twelve modules of live lessons and reviews. You'll learn core Substance Painter and Designer skills and workflows and be part of a community of artists working to achieve next level quality in their work.

WHAT YOU'LL LEARN:

The course will go through the process of texturing modular assets for a small scene and assembling them for a final render. The process will include preparing the meshes and assigning UV maps, building tileable textures in Substance Designer, and texturing props in Substance Painter. Students will learn how to get the most out of the various tools to get the best results.

By the end of the course, students should know how to approach the texturing process for a modular scene. They should also have gained knowledge on how to troubleshoot new problems or tasks for texturing.

Skill Level: Intermediate
Course Format: Standard
Duration: 12 Weeks + Lifetime Access

Lecture Type: Live weekly
Assignment: Deadlines each week
Feedback: Live weekly

By the end of the course, you'll:

Know the workflow for texturing characters.

Know the workflow for texturing environment surfaces.

Have mastered your way through the Substance Painter pipeline.

Have created your own asset/s from concept to completed product.

 
 
STUDENT GALLERY

Check out some works-in-progress from our current Students!

CURRICULUM

Our Industry-Standard curriculum is built together with today's best artists to bring you the highest quality training possible. Achieve your dreams today.

WEEK 1

Mesh Preparation:
Mesh Topology & UVs
  • Proper mesh topology for real-time rendering
  • How to get proper UV projections
  • Generate basic UVs
     

WEEK 2

Mesh Preparation:
Texel Density & Baking
  • Match texture resolutions across single assets and between assets
  • Baking out information maps
  • How to use different information maps

WEEK 3

The Science of PBR:
Building Basic PBR Materials
  • Different texture channels of PBR
  • What each channel controls in relation to real world light
  • Create basic materials with Substance Designer
 

WEEK 4

Creating a Tileable Material:
Building Basic Texture Maps
  • Create basic texture maps for Substance Designer channels
  • Generate height and perform normal conversions
  • Cover masking methods and generate final maps

WEEK 5

Creating a Tileable Material:
Refinement & Consolidating Tools
  • Refine material graph
  • Group together nodes that are often used together into single node
  • Tips and tricks to make material more believable

WEEK 6

Catch Up:
Apply Tileable Materials to Mesh
  • Material set up for different rendering options
  • Refine discrepancies between Substance Designer preview and render engine product
  • Touch base / Catch up
 

WEEK 7

Basic Asset Texturing:
Applying Base Materials
  • Apply base layers for texturing assets in Substance Painter
  • Proper file organization & layer structure in Painter
  • Bake texture maps in Substance Painter

WEEK 8

Basic Asset Texturing:
Detailing
  • Refine textures in basic assets
  • Add multiple layers, use different masking methods, add details
  • Export texture maps from Substance Painter and apply to basic assets in render engine

WEEK 9

Large Assets:
Preparing to Texture a Large Asset
  • How to texture large assets and assets with high detail levels to retain texture density
  • Best approaches on mesh set up
  • How mesh set ups translate into Substance Painter
 

WEEK 10

Large Assets:
Texturing a Large Asset
  • Methods for texturing large assets
  • Material instancing, texturing sets
  • Workarounds for current limitations in Painter

WEEK 11

Completing your World:
Layout, Lighting, & Rendering
  • Basic setups for mesh duplication
  • Layout, lighting, rendering
  • Discussion & Finalize projects
     

WEEK 12

Final Review:
Next Steps
  • Final review & assessment of small environment
  • Possible options for next steps
  • Tips for getting a foot in the door

About your Instructor

Arvin Villapando

Arvin works at GameTextures.com, where he wears multiple hats. He is primarily a Texture Artist, Pipeline Engineer, Tool Developer and Product Manager. As part of GameTexture’s library, Arvin’s work has shown up in a variety of games, including Epic’s RoboRecall and Player Unknown’s Battlegrounds. He was an early adopter of Allegorithmic’s Substance tools.

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