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Introduction to Substance for Environment Art

A 6-week course introducing students to the Substance suite for environment art for games

Course overview Course overview

Course Overview

Substance for Environment Art

In the Intro to Substance for Environment Art course, students will build their knowledge in the Substance suite, working on the tools they needed to create excellent 3D artwork. Students will start by creating simple geometric patterns and becoming familiar with the UI of both Substance Painter and Substance Designer. We will learn how to bake from high to low poly to aid us in the texturing process across the course. In the later weeks, we will delve deeper into Substance Designer learning the process of creating both pattern based and organic materials. We will tackle all aspects of material creation, first by breaking down the height map and normal before learning color and roughness textures. We will learn how to create an asset texturing pipeline in Designer before moving into prop texturing using Substance Painter, both using provided game ready assets. Note*: There is a separate advanced version of this course, now with an extra 3 weeks of learning.

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Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individual recordings
Duration:   6 weeks
Assignment:   Due each week. Expect to spend 10-20 hrs/wk viewing lectures, q&a, and assignments
Q&A:   Once a week
Materials:   Substance Designer, Substance Painter, Marmoset, Maya
Skills level:   Intermediate
Prerequisites:   Basic knowledge of Maya and Zbrush

Introduction to Substance for Environment Art WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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In week one, students will learn how the basic UI of Substance Designer and Painter work, and how to arrange viewports to work efficiently across multiple assets. Students will also learn how to set up models for baking and cover how some of the basic tools work across the two programs. The homework assignment will focus on creating simple base patterns just focusing on black and white to get to grips with all the designer nodes.
In week two, students will pick a tiling material to create from reference. In part one, we will start with techniques for gathering and sourcing reference, how to break down the reference and how to approach the height and normal map creation. Students will also learn how to set up the viewport to view the materials in a clear and concise manor. The homework assignment will be to recreate your own version from scratch
In week three, students will cover how to create the remainder of the textures from week two. Taking the existing height and normal map created, we will generate the roughness, metallic, and Albedo textures. The homework assignment will be to finalise your material.
In week four, using provided game ready assets student's will start by creating scalable base materials. We will create master graphs and learn how to texture our assets using mesh maps. We will learn how to layer up different materials to create effects such as edge wear and dirt on the model. We will also start with an introduction to marmoset and how to utilize it to provide good renders in the final session. The homework assignment will be to texture the provided assets in your own style.
In week five, students will import their models and mesh maps to texture the asset using Substance Painter. We will create a reference board for our prop. We will learn how to build successful smart materials and use systems such as anchor points. We will cover how to assign materials to different areas of the model using material IDs and masking. Students will also learn how to set up groups and layers of materials, and how to blend them together using masks. Finally, we will add hand painted details and refine our final asset. The homework assignment will be to texture the prop in your own style.
In week 6, the focus is rendering. You will start by combining the tiling materials and assets you have created in Substance Designer and Painter to create a small scene. You will learn the basics of lighting exploring three-point lighting setups, as well as further tweaks to any prior work. As well as a final scene we will also create successful material renders with the aim to have an excellent body of work for the end of the course. The homework will be to create compelling final renders.
Instructor

Igniting your imagination

Ben is currently working as a Senior Environment Artist at Rocksteady Studios in London, UK. He has worked on numerous environments on various AAA productions and projects for over 6-years. He's worked on titles such as EA's Need for Speed franchise, Sony's VR worlds with PlayStation VR, and on Halo Wars 2. His work has been featured on the Algorithmic homepage, Polycount, and CryEngine forums.

COURSE BEGINS

January 25th!

winter TERM Registration

Oct 21, 2019 - Feb 3, 2020

Only

$599

COURSE BEGINS

January 25th!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

environment design Benefits

Benefits

What makes this learning experience unique?

Personal Feedback

Receive personal individual feedback on all submitted assignments from the industries best artist.

1+ Year Access

Enjoy over 365 days of full course access. This includes all lectures, feedback, and Live Q&A recordings.

Certificate of Completion

Earn a Certificate of Completion when you complete and turn in 80% of course assignments.

Flexible Learning

Learn anywhere, anytime, and at your own pace with our online courses.

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