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Physically-based Rendering in Substance Painter

by Gaetan Lassagne

In this Substance Painter tutorial, we'll learn how to texture a 3D model from scratch using a physically-based rendering (PBR) workflow. Software required: 3ds Max 2015, Substance Painter 1.4, Marmoset Toolbag 2.

What you'll learn

In this Substance Painter tutorial, we'll learn how to texture a 3D model from scratch using a physically-based rendering (PBR) workflow. While the workflow in this tutorial is dedicated more to game assets, most of the techniques can be applied to any CG asset. First, we'll look at the steps required to create PBR textures from scratch, starting with using 3ds Max to set up our meshes. We'll then use Substance Painter to texture our model using different tools and techniques to create our texture maps in a non-destructive way. By the end of this Substance Painter training, you'll be able to master different techniques to work efficiently and easily texture your 3D models using PBR textures. Software required: 3ds Max 2015, Substance Painter 1.4, Marmoset Toolbag 2.

About the author

Gaëtan Lassagne is a Senior Technical Artist at Allegorithmic in France. He is also a part time teacher for Technical Art students preparing for a Bachelor's Degree. He has been working in the field for the past 8 years. Part of his work is dedicated to Product Design on Substance Designer, Substance Painter and Substance Database. During the last few years with Allegorithmic, he has had the opportunity to work with different companies including Autodesk and different AAA studios.

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