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Physically Based Shading for Unity Using Substance Designer

by Stephen Hauer

In this Substance Designer and Unity 5 tutorial we'll learn how to create physically based shaders (PBS) for Unity 5. Software required: 3ds Max 2015, Substance Designer, Substance Painter, Bitmap2Material 3.0, Headus UVLayout, Unity 5.

What you'll learn

In this Substance Designer and Unity 5 tutorial we'll learn how to create physically based shaders (PBS) for Unity 5.Additionally, we'll look at what it takes to create a PBS materials and how to author the necessary textures for them. We'll start by using props created originally for Camouflaj's Republique and talk about the differences of how to author materials using Metal-Gloss vs. Specular-Gloss workflows. Along the way we'll use 3ds Max along with Headus to lay out our UVs followed by authoring our PBS's in Substance Designer. By the end of this Substance Designer training you'll have a solid understanding of the workflows that are required to create content using Physically Based Shading. Software required: 3ds Max 2015, Substance Designer, Substance Painter, Bitmap2Material 3.0, Headus UVLayout, Unity 5.

About the author

Stephen Hauer is currently the Art Director for Camouflaj Game Studio. He has been working as an Environment Artist, Technical Artist and Art Lead in some fashion for the last 10 years. The projects he worked on prior to Camouflaj were Halo 4 for 343 Game Studio and was a founding member of Cascade Game Foundry for two years. Prior to that he worked at the Research and Development Team for Microsoft developing the Kinect and finally at Aces Game Studio on Flight Simulator X, TrainSim2 and ESP. H... more

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