Substance Painter
Substance Designer

Roof Shader in Substance Designer

In the Roof Shader in Substance Designer tutorial, we will go over how to create a roof texture using 3ds Max, ZBrush, and Substance Designer. We will first create our low poly tiles in 3ds Max - and after that we will go into ZBrush and sculpt a few variations of our tiles, before adding some nice damage and then optimizing it so that we can export it back to 3ds Max.

Inside 3ds Max we will setup our textures so that they tile perfectly and has a lot of variation in size, rotation, and shape. We will also prepare everything ready for baking by assigning different materials for the color map. Once that is all done, we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps using their new baker.

When all of the baked maps look good, we will then move into Substance Designer where we will start creating our final texture maps. We will first improve the normal map with smaller details and then create our final albedo, roughness, and metallic maps. Finally, we will wrap things up with polish over the entire texture and render the shader in Marmoset Toolbag 3.

In the zipped download file with your purchase, you'll find ALL of the associated video and source files to watch and follow along!

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