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Realistic Asset Creation with Adobe Substance 3D
Realistic Asset Creation with Adobe Substance 3D

Realistic Asset Creation with Adobe Substance 3D: Create materials, textures, filters, and 3D models using Substance 3D Painter, Designer, and Stager

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Realistic Asset Creation with Adobe Substance 3D

Working with Assets in Adobe Substance 3D Painter

Adobe Substance 3D Painter is owned by Adobe, and therefore, there is a strong connection between Painter and Adobe products, especially Adobe Photoshop. A lot of artists create resources inside Adobe Photoshop and import them into Painter.

In this chapter, we will first go through conceptual knowledge of the Assets panel, which is essential for creating any Adobe Substance 3D Painter project as it contains important resources. Then, we will go through methods to create our custom tabs in the Assets panel, which will help us organize our project and make our texturing and painting process agile.

When you will move to the real world, you will see for yourself that organizing a project is one of the most crucial steps because if you start working on your project without organizing it, you will be lost halfway through and miss out on important things. Once we have a comprehensive understanding of the Assets panel, we will learn how to apply these assets.

In this chapter, we will be covering the following topics:

  • Familiarizing ourselves with the Assets panel
  • Importing resources and creating custom tabs in the Assets panel
  • Understanding the different types of assets in the Assets panel
  • Applying assets to 3D meshes

Familiarizing ourselves with the Assets panel

You will find the Assets panel on the left side of the interface. The panel has a dock and undock option on the panel’s top-right side, as shown in Figure 2.1:

Figure 2.1 – Docking and undocking option

Figure 2.1 – Docking and undocking option

With the help of this option, you can undock the panel, resize it, and place it anywhere you want, as shown in Figure 2.2; you can dock the panel back to its original place by simply moving it to its original position and waiting till it docks back by itself.

In case you change your UI by mistake, you can select Window and then click on Reset UI, which will restore your interface to its default state. Whenever you try to dock back any panel, Adobe Substance 3D Painter makes space for the panel by moving other panels, as shown in Figure 2.2:

Figure 2.2 – Docking back the panel

Figure 2.2 – Docking back the panel

Let us now familiarize ourselves with all the elements in the Assets panel shown in Figure 2.3:

Figure 2.3 – Assets panel

Figure 2.3 – Assets panel

Important elements in the preceding figure have been labeled with numbers, and their descriptions are as follows.

  1. Breadcrumbs: There are four different ways you can view libraries inside the Assets panel, which you can access through a dropdown:
    • All libraries: This will show you all asset libraries.
    • Projects: This will show you all assets that belong to your project mesh and the assets that are created after baking maps. However, you need to clear all the search results to view this option.
    • Starter assets: This is the assets library that contains assets that are used most commonly in any project. Once you choose Starter assets, you will notice that there is an arrow next to its name, which will further filter the choice of your starter assets.
    • Your assets: This is the library that shows the assets you created or imported from other files.
  2. Search field: The search field allows you to quickly search any material, smart, mask, imported assets, and so on.
  3. Assets: The icons here represent various assets (from left to right): Materials, Smart Materials, Smart Masks, Filters, Brushes, Alphas, Textures, and Environment maps. These assets are the most frequently used features in Adobe Substance 3D Painter to generate textures.
  4. Asset thumbnail size: This helps users to customize the way they want to see their assets.
  5. Assets view: This part of the interface displays all the assets based on the type you have chosen to display.
  6. (From left to right) Saved searches and Filter by path: The Saved searches option allows you to save your recent searches, while the filter path gives you various filters to customize your search. With these options, you can save time if you are frequently searching for your assets.
  7. (From left to right) Reset all queries, Open a new sub-library tab, and Import resources: Reset all queries will help you to remove all the saved searches, Open a new sub-library will allow you to open a tab in which you can show assets of your choice, and the Import resources option is a shortcut to import resources outside the Adobe Substance 3D Painter. We will learn about all of them in detail in later sections.

Now that we are familiar with the components of the Assets panel and what each can do, let us learn about importing resources into the panel to work on our project.

Importing resources and creating custom tabs in the Assets panel

Resources are the items that you import from external files; these can be created in any third-party software, such as Adobe Photoshop or Illustrator, and can comprise Smart Materials, Alpha Maps, Textures, and so on. On the other hand, tabs are used to access nested panels for quick access.

Importing resources

To import any resources in the Assets panel, use the following steps:

  1. Click on the File menu and select the Import resources… option:

Figure 2.4 – Import resources

Figure 2.4 – Import resources

  1. Once the Import resources panel is opened, click on the Add resources option:
Figure 2.5 – Add resources

Figure 2.5 – Add resources

  1. Select the resources (these are the same resources whose download link was given to you in Chapter 1, Getting Started with Adobe Substance 3D Painter). Select all the files from the resources folder except for any .fbx file and click Open.
Figure 2.6 – Select resources

Figure 2.6 – Select resources

  1. Once you click Open, all your resources will be collected in the resources list; however, you will not be able to import them yet because the type of these resources must be defined first:
Figure 2.7 – Imported resources list

Figure 2.7 – Imported resources list

  1. Select the basematerial type for military_chevron_patch.sbsar and TV_Speaker.sbsar. Define all the JPEG and PNG files without the word alpha as texture, and define all the PNG files with the word alpha as alpha. You will notice that Adobe Substance 3D Painter has already defined all the Substance Painter Smart Material (SPSM) files as smartmaterial because it is automatically programmed to detect files directly related to Painter.

Note

Texture

A texture is a two-dimensional picture that may be used in three dimensions. Textures might be grayscale, which means just one channel is utilized, or colorful, which means many channels are used. Materials are often made up of a variety of textures, each of which serves a distinct purpose, such as color, roughness, and metalness.

Alpha

Alpha is a mask that may be used to paint complicated shapes or details, such as a barcode, decals, stickers, or a logo.

  1. Next to the type of resource, you will find Prefix. This option helps you to create common prefixes in case you want to search for any asset. So, select all the resources with the Shift key and, for example, type Retro. The result will be as follows:
Figure 2.8 – Typing prefix

Figure 2.8 – Typing prefix

Now, whenever you search in the Assets panel with the word Retro, all these resources will show up. This will make your search more flexible, and you will be able to search for assets more quickly, especially if you have a lot of resources.

  1. Now you need to choose the project type from the Import your resources to: option, which is located at the bottom right of the panel:
Figure 2.9 – Project types

Figure 2.9 – Project types

You will find three different options in the project type, as shown in Figure 2.9. These options can be explained as follows:

  • current session: This type will import the resources to the current session of the project, and the resources will be available only for that session. Once the project is closed and then reopened, all the previously imported resources will be gone.
  • project ‘PBR - Metallic Roughness Alpha-blend’: This type will import the resources to the project you are working on, and the resources will be available throughout the project. No matter how many times you close and reopen the project, the resources that you imported previously will be always available. However, you have to save the project before closing it. The PBR - Metallic Roughness portion is actually the name of your project until you save it, so if you are importing resources after you have already named and saved a file, it can look different than what we have here.
  • library ‘your_assets’: This type will import the resources to the assets library; therefore, these resources will be available for all the new and old projects, unless you remove them manually from the your_assets folder.
  1. Select project ‘PBR - Metallic Roughness Alpha-blend’ and click Import:
Figure 2.10 – Import your resources to project ‘PBR-Metallic Roughness Alpha-blend’

Figure 2.10 – Import your resources to project ‘PBR-Metallic Roughness Alpha-blend’

  1. Once you will click on Import, all the resources will be imported into the Assets panel. These resources will be available under the Project library. Moreover, a search filter called Imported resources will also be generated automatically, as you can see in Figure 2.11. However, you don’t need that filter as you have already created the prefix. So, you can delete that filter by clicking on the cross next to it:
Figure 2.11 – Imported resources

Figure 2.11 – Imported resources

Now, our resources are ready to use. Let us move on to creating custom tabs inside our Assets panel to help ourselves work faster.

Creating custom tabs inside the Assets panel

You can create custom tabs inside the Assets panel to work on your project faster and more efficiently. However, before you can create custom tabs, you must create a search keyword.

Creating a search keyword

You can create search keywords by using a filter or the Saved searches option.

Creating a search keyword using a filter

To create a search keyword using a filter, go through the following steps:

  1. Click on All libraries and choose Project. You will notice that your imported resources are there along with the textures that you previously baked:
Figure 2.12 – Project library

Figure 2.12 – Project library

  1. It’s quite overwhelming sometimes when you have a lot of textures showing, especially the baked textures. So, to only see the imported resources, you can click on the small arrow next to the Project option and choose a filter. For our example, you can choose the Retro filter, which will show you all the resources assigned with the Retro prefix:
Figure 2.13 – The Retro prefix filter

Figure 2.13 – The Retro prefix filter

You can also perform the same operation by clicking the Filter by path option (1) at the bottom of the Assets panel, as shown in Figure 2.14:

Figure 2.14 – The Filter by path option

Figure 2.14 – The Filter by path option

  1. Then, click on Project (2) and choose the prefix you are looking for. In our case, we will select Retro (3). Now, you have successfully created a search keyword to represent a filter.

Creating a search keyword using Saved searches

You can also create a search keyword using Saved searches:

  1. You can also save searches in the Assets panel. Click on the Saved searches option at the bottom of the control panel (circled in Figure 2.15):
Figure 2.15 – Saved searches

Figure 2.15 – Saved searches

  1. Then, type any search keyword, for example, silver:
Figure 2.16 – Searching using typed keywords

Figure 2.16 – Searching using typed keywords

  1. To save the keyword, click on the Save icon:
Figure 2.17 – Saving search keywords

Figure 2.17 – Saving search keywords

  1. After saving the keyword, you will notice that the search keyword is saved in the list. Now you can come back to this option whenever you want to search for the same keyword:
Figure 2.18 – Saved searches list

Figure 2.18 – Saved searches list

However, it’s quite time-consuming if you are going to search for filters using the Search path option, or the Saved searches option. To save time, it’s best to create a tab that will help you to switch between keywords much faster.

Creating a custom tab

Let’s see how to create custom tabs that will help you switch between keywords faster, and as a result, help you save time:

  1. Select the keyword silver that you saved and then click on the Open new query option at the bottom of the Assets panel, as highlighted in the following figure:
Figure 2.19 – Open new query option

Figure 2.19 – Open new query option

  1. As soon you click the Open new query option, you will notice that a new tab with a ALL - SILVER keyword is created, as shown in Figure 2.20:
Figure 2.20 – Created SILVER tab

Figure 2.20 – Created SILVER tab

  1. Now you can go to the Assets tab and delete the filter from there, as shown in Figure 2.21, but do not delete it from the SILVER tab; otherwise, you will not be able to see the results.
Figure 2.21 – Delete the filter from the Assets tab

Figure 2.21 – Delete the filter from the Assets tab

  1. Now you can easily switch between your Assets panel and the SILVER panel. In this way, you can create as many tabs as you like, with the keywords of your choice, and easily access them:
Figure 2.22 – Quick switch between tabs

Figure 2.22 – Quick switch between tabs

  1. Now, go to the File menu and choose Save As and save the file in the Substance_Painter_Exercise_Files folder as Retro_Television.spp. Bear in mind that your Painter file can be huge depending on mesh details:
Figure 2.23 – Saving the project

Figure 2.23 – Saving the project

As you have learned how to create your own custom tabs, we will now study different types of assets so you can comprehend their correct use. You may create more custom tabs based on your choice of assets.

Understanding the different types of assets in the Assets panel

Adobe Substance Painter has a variety of asset types that you can simply drag and drop on the model and customize according to your preferences. In this section, we will go through each one of them and learn about their usage.

In the following figure, the asset -type icons have been labeled with numbers from 1 to 8:

Figure 2.24 – Various types of assets

Figure 2.24 – Various types of assets

Let us now explore what each icon labeled with the number entails:

  1. Materials: Materials comprise tiling materials that are standard and consistent. They don’t require baking and don’t have any mesh-specific details. Materials can be created using a fill layer in Painter, but for additional control, use Substance 3D Designer or Substance 3D Sampler.

If you type Human Skin in the search field, you will find human skin under the materials. Human skin is widely used for humans, cartoon characters, and creatures.

  1. Smart materials: Painter’s Smart materials are a one-of-a-kind feature. They feature mesh-specific characteristics, in addition to tiling and uniform detail, that are automatically customized to your mesh. You must first bake your maps for this to work. Only Substance 3D Painter can create and use Smart materials.
  2. Smart masks: Smart materials can be applied to any layer in the stack. However, Smart masks can only be applied to the effect stack because these are effect presets (for masks specifically). We will learn about effect stacks in Chapter 4, Working with Masks in Adobe Substance 3D Painter, and Chapter 6, Working with Materials and Smart Materials in Adobe Substance 3D Painter.
  3. Filters: These are effects like the filters you find in Adobe Photoshop, such as blur, color correction, and emboss. However, these are specially designed for Adobe Substance 3D Painter.
  4. Brushes: These provide you with brush types; you can also customize available brushes:
    • Particles: This falls under the brushes category and can provide you with physical effects that can act as physical particles on your meshes, for example, dripping oil, spray paint, rust, and so on.
  5. Alphas: Alphas are used for the shape of the brushes, text, decals, and stamps, and as a height map.
  6. Textures: These are generally JPEG or PNG files or other formats of colored images such as LUTs, which are lookup tables and are most commonly used in color grading. All the imported texture files can also be accessed under this category. The details of texture subtypes are given here:
    • Grunges: These can be used as masks or as an effect to create some dirt, damage, or wear and tear effects.
    • Procedurals: These are procedural effects that you can apply on meshes. You can customize them to get random results that will prevent a tiled or a computer-generated look and feel, and output more realistic and natural effects.
    • Hard Surfaces: These contain a variety of normal maps that will allow you to create an effect with an engraved or height map (displacement) effect. These are specially used for effects such as screws, bolts, grills, and so on.
  7. Environment maps: The environment is a representation of the infinite space that surrounds the three-dimensional scene. These are HDRI files that give you realistic lighting results that are derived from the HDRI files themselves. There are a variety of HDRI files under this category.

Hopefully, you have understood the different types of assets and their usage, so let’s learn how we can apply them in our next section.

Applying assets to 3D meshes

There are many ways to apply assets to 3D meshes; this section will cover some of those methods and discuss them in detail.

Using normal maps to apply assets

Normal mapping is a texture mapping technique used in 3D computer graphics to simulate the lighting of bumps and dents. To apply a normal map in Adobe Substance 3D Painter, you need to do the following:

  1. Select the texture set from TEXTURE SET LIST; for this project, let’s choose TV_Front_Casing:
Figure 2.25 – Applying a normal map

Figure 2.25 – Applying a normal map

  1. After selecting the texture set, click on the Textures asset in the Assets panel.
  2. Then type the keyword hard surface.
  3. Once the hard surfaces are shown, then select a basic brush from the brushes menu in the Assets panel, and go to the Paint property on the right side.
  4. Click the Material tab under PROPERTIES - PAINT. You should see the Normal map further down.
  5. Drag the Screw Cross Round normal map from the left panel to the Normal map area on the right panel.
  6. Screw Cross Round is loaded in your Normal map.

Now, you can take the brush and click on the front of the TV screen using the left mouse button. You need to only tap on the TV screen; do not drag over the screen; it will create unwanted results.

Changing the Brush attributes

To increase the size of the brush, you can press ], and to decrease the size, you can press [ on your keyboard; however, these shortcuts might not work if you are using a different keyboard layout such as the Swiss keyboard; therefore, you can change the shortcuts.

Also, you can press Ctrl (Windows) or Command (Mac), keep the right mouse button pressed, and drag the mouse left or right to change the size of the brush, and up or down to change the softness of the brush. You can also rotate the brush by keeping Ctrl (Windows) or Command (Mac) pressed and dragging the mouse up or down while the mouse’s left button is pressed.

Moreover, you can change the flow of the brush by keeping Ctrl (Windows) or Command (Mac) pressed and dragging the mouse left or right while the left mouse button is pressed.

Figure 2.26 – Screw stamped on the front screen of the television

Figure 2.26 – Screw stamped on the front screen of the television

However, you will notice that the screw is drawn in a white color. If you want to change the brush color, then choose the STENCIL tab in the PROPERTIES - PAINT panel and choose a different color under Base color:

Figure 2.27 – Changing brush base color

Figure 2.27 – Changing brush base color

Now, if you click with the brush using the left mouse button on the TV screen, you will get a red screw:

Figure 2.28 – Red screw

Figure 2.28 – Red screw

Suppose you do not want color at all. All you have to do is follow these steps:

  1. Deselect the color option under the STENCIL tab.
  2. Now, click on the TV screen using the left mouse button; you will not notice any color on the screw:
Figure 2.29 – Painting without color

Figure 2.29 – Painting without color

Now let’s create the same Screw Shape brushstroke but with the material. Go to the previously created SILVER tab and drag Silver Pure to Material mode in the Paint properties, as shown in Figure 2.30:

Figure 2.30 – Creating Silver Screw

Figure 2.30 – Creating Silver Screw

Make sure your normal (nrm) option is selected under MATERIAL and drag Screw Cross Round across to the Normal map, as shown in Figure 2.30.

Using alpha maps to apply assets

Previously, you might have noticed that the edges of the painted screw were blurred or feathered; this was because the alpha that the brush was using had soft edges. To create a solid screw, go to the ALPHA tab under PROPERTIES - PAINT.

In case you don’t have any solid round alpha inside Adobe Substance 3D Painter, you can use the alpha that we imported. So, go to the Assets panel and choose Project library and then choose Retro. Then, drag any solid round alpha from the Assets panel to the ALPHA section on the right Properties panel and replace it, as shown in Figure 2.31:

Figure 2.31 – Alpha

Figure 2.31 – Alpha

Now, click on the front screen of the TV with the left mouse button, and you will get a solid silver screw:

Figure 2.32 – Solid silver screw

Figure 2.32 – Solid silver screw

Every material, normal map, alpha, and so on, has different parameters. For example, if you go to the Normal map in Attributes, as shown in Figure 2.33, you will find In/Out, which creates normal maps by flipping the tangents:

Figure 2.33 – Parameters

Figure 2.33 – Parameters

Undo the previous screw brush strokes, so we can perform some other experiments.

You can also increase the height of the normal map, but first, make sure the height map option is selected:

Figure 2.34 – Height map

Figure 2.34 – Height map

To increase the height of the normal map, you can move the slider to the white area, and if you want to reduce it, then move the slider to the black area. White means 100% positive height, and black means 100% negative height. You can also invert the height by clicking the invert height map button:

Figure 2.35 – Positive and negative height

Figure 2.35 – Positive and negative height

Now, click on the TV screen with positive and negative heights and see the results:

Figure 2.36 – Positive and negative heights

Figure 2.36 – Positive and negative heights

Now, you can undo and remove the screw or use the Eraser option from the left toolbar to erase it. And practice using the brush with different Alpha, Material, Height, Roughness, Metal, Emission, Opacity, and Color combinations.

Summary

In this chapter, we covered some vital areas of Adobe Substance 3D Painter. First, we learned about the use of the Assets panel. We studied the Assets panel’s interface and its usage. Second, we learned how to import resources from the outside of Adobe Substance 3D Painter into the Assets panel and create custom tabs inside it. Third, we learned in detail how to apply assets to 3D meshes using different methods. Last, we studied different types of assets in Adobe Substance 3D Painter and learned how to apply them.

In the next chapter, you will gain basic to advanced practical knowledge of layers in Adobe Substance 3D Painter. Layers will help you to keep your textures and materials organized in your future projects. You will also learn how to apply materials in more detail, which is a key skill in Adobe Substance 3D Painter, and in this part, you will master this technique.

Once you become a master in applying materials, you will be able to create and apply highly complex and in-demand materials and textures. You will be learning techniques showing how to apply a material through ID maps, which will quicken the workflow in Adobe Substance 3D Painter.

You will also learn how to create transparent materials in Adobe Substance 3D Painter, such as a television screen and LED lights. By learning about the aforementioned techniques and skills, you will be able to create materials for professional gaming assets, architecture models, and visual effects for movies.

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Key benefits

  • Find out how to use Adobe Substance 3D swiftly and with little prior knowledge
  • Use a variety of interactive projects to get familiar with the fundamentals
  • Create better career prospects for yourself by mastering 3D design with a single comprehensive guide

Description

Adobe Substance 3D is a comprehensive suite complete with everything an artist needs to create stunning 3D digital materials. Getting a grip on the ecosystem of apps can be challenging for beginners, which is where Realistic Asset Creation with Adobe Substance 3D comes in! This practical guide doesn't bombard you with reams of textual information. Instead, you get an interactive, project-based book that’ll help you gain sound knowledge of Adobe Substance 3D and set you on the right path toward a career in 3D design. You’ll start off with the rudiments of Adobe Substance 3D Painter, which will enable you to acquire the skills needed to work with layers, masks, shelves, textures, and more. Next, you’ll move on to Adobe Substance 3D Designer and become well-acquainted with this node-based design tool as you progress through the chapters. The final section is devoted to Adobe Substance 3D Stager, which teaches you to build complex 3D scenes and visualize your edits in real time. By the end of this Adobe book, you’ll have gained a solid understanding of Adobe Substance 3D and developed the skills to build a comprehensive portfolio of work, setting you up for a lucrative career in 3D design.

Who is this book for?

This book is for game designers, 3D generalists, and design students. If you're looking to get started in your 3D career or planning to join 3D generation, then you'll find this book useful. The book assumes very little to no 3D design knowledge. A bit of understanding of the history, functionality, and purpose of the Adobe Substance 3D package is presumed but is not mandatory; however, you must know how to work with Adobe Photoshop.

What you will learn

  • Discover Substance 3D Painter, Designer, and Stager through easy projects
  • Assemble 3D scenes and set up assets, materials, lights, and cameras
  • Explore the innovative 3D assets library and learn how to digitize your 3D assets
  • Texture your 3D assets with advanced brushes and Smart Materials
  • Use and blend a variety of nodes in Adobe Substance 3D Designer
  • Create and export materials using Adobe Substance 3D Sampler

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Publication date : Nov 30, 2022
Length: 486 pages
Edition : 1st
Language : English
ISBN-13 : 9781803240206
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Publication date : Nov 30, 2022
Length: 486 pages
Edition : 1st
Language : English
ISBN-13 : 9781803240206
Vendor :
Adobe

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Table of Contents

16 Chapters
Chapter 1: Getting Started with Adobe Substance 3D Painter Chevron down icon Chevron up icon
Chapter 2: Working with Assets in Adobe Substance 3D Painter Chevron down icon Chevron up icon
Chapter 3: Working with Layers and Maps in Adobe Substance 3D Painter Chevron down icon Chevron up icon
Chapter 4: Working with Masks in Adobe Substance 3D Painter Chevron down icon Chevron up icon
Chapter 5: Working with Advanced Tools in Adobe Substance 3D Painter Chevron down icon Chevron up icon
Chapter 6: Working with Materials and Smart Materials in Adobe Substance 3D Painter Chevron down icon Chevron up icon
Chapter 7: Getting Started with Adobe Substance 3D Designer Chevron down icon Chevron up icon
Chapter 8: Nodes in Adobe Substance 3D Designer Chevron down icon Chevron up icon
Chapter 9: Blending Modes in Adobe Substance 3D Designer Chevron down icon Chevron up icon
Chapter 10: Creating a Television Shelf in Adobe Substance 3D Designer Chevron down icon Chevron up icon
Chapter 11: Adobe 3D Sampler at a Glance Chevron down icon Chevron up icon
Chapter 12: Getting Started with Adobe Substance 3D Stager Chevron down icon Chevron up icon
Chapter 13: Models, Materials, and Lights in Adobe Substance 3D Stager Chevron down icon Chevron up icon
Chapter 14: Cameras and Rendering inside Adobe Substance 3D Stager Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

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alivia burke Dec 01, 2022
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If you’re a creative looking to get started in 3D modeling, this work is a great place to start learning especially if you already have an Adobe Creative account. This book does an excellent job at breaking down the scary beast that is Adobe Substance 3D Painter (first half of the book) & Adobe Substance 3D Designer (second half of the book) all while teaching its viewers basic 3D modeling terminology and problem-solving skills within the program. You will be more confident navigating either program if you use this book as a beginner's reference guide when performing the steps rather than just a theory book that collects dust on your bookshelf. I recommend reading through the book cover to cover once and then reread the content with your Adobe Substance 3D programs open to follow step by step. The difficulty level builds throughout the book (especially when you jump from Painter to Designer) so do your best not to skip chapters and redo projects that you don’t grasps before moving onto new content. The only issue with book I had was that a couple of pictures being used as example figures appear to be low resolution. Other than that, it’s a great read and I recommend it to anyone interested in 3D modeling (designer or not).
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Nafis Taylor Dec 12, 2022
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A spectacular book for those who are new to Adobe 3D programs and want to get started in 3D Art. There are very detailedinstructions on what you are able to do and how to do so with industry standard work flow. All that you learn from the book can be applied to various purposes of the 3D programs, but specifically tie into realistic asset creation which includes texturing and rendering.
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Alberto Mangiano Mar 19, 2023
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Highly recommended! Very helpful.
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Cinthia Torres Dec 06, 2022
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If you are a 3D artist looking to get a jump start to learning Substance painter this is the book for you. I enjoy watching video tutorials but they tend to get too wordy and bore them rambling and stay stuck on one tool. This book gets into the nitty gritty showing the interface, tools and methodology on how to create something. You’ll learn the techniques of bringing a model into Substance and using a version that’s higher resolution and create base maps to proceed further into the program. Start off with this one and if need be venture off to other tutorial methods via books or videos. It covers both Substance Painter and Substance Designer, painter is like using Zbrush, BodyPaint or Photoshop where you paint models and create textures using PBR techniques (Photorealistic Based Renderer) as opposed to Substance Designer where it’s more of a procedural approach where you create shaders add different images that tile and used masks to reveal areas of a texture. Both are great and have their weakness but using them both gives great results.
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Gagdet Man Sep 01, 2024
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First of all, I do this for hobby and been using Lightwave 3d for years, but recent changes made desire to switch to Blender. I also old fashion and like to have books handy.I purchased this book and Substance Painter on steam because before I had Deeppaint 3d for lightwave and desired photorealistic materials. But I need more learning on Blender before I can take on this.
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