Creating a Procedural Photorealistic Rock Material in Substance Designer & Marmoset

Learn how a professional material/environment artist works when creating materials for games. In this course you will learn how to make clean and efficient procedural materials, how to properly construct your height map along with different techniques that you can apply to almost any material, not just rock materials.
Next to this, you will also learn how to setup a very nice render scene inside of Marmoset Toolbag 4 for your portfolio.

SUBSTANCE DESIGNER AND MARMOSET TOOLBAG

All the material creation will be done fully procedural inside of Substance Designer, any rendering and previewing will be done inside of marmoset toolbag 4.

You will learn everything needed to create the material shown in the images and trailer from scratch.
This tutorial comes with all the sourcefiles that include the substance files + autosaves, marmoset files, textures and all reference images.

4h 30m HOURS REALTIME

Everything is shown in realtime over the course of 4hours and 30minutes – You can follow along with every single step.

SKILL LEVEL

This material art tutorial is perfect for students who have some familiarity with Substance Designer and Marmoset Toolbag 3/4– Everything in this tutorial will be explained in detail. However if you have never touched especially Substance Designer before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on Youtube or paid on this very website)

TOOLS USED

  • Substance Designer
  • Marmoset Toolbag 4

YOUR INSTRUCTOR

Emiel Sleegers is a senior environment/material artist currently working in the AAA Game Industry. He’s worked on games like The Division 2 + DLC at Ubisoft and on Forza Horizon 3 at Playground Games as an environment artist and material artist.

CHAPTER LIST

There’s a total of 16 videos split into easy to digest 20 minute chapters

  • 00 – Intro
  • 01 – Going over our reference and start creating large shapes
  • 02 – Finishing large shapes and creating large cuts Part1
  • 03 – creating large cuts Part2
  • 04 – creating our medium cracks
  • 05 – creating our thin line shifting and large breakup
  • 06 – Setting up our marmoset scene and creating large cracks
  • 07 – Creating Small Cracks
  • 08 – Adding Large Noise
  • 09 – Balancing and adding micro noise
  • 10– Cleaning up our graph
  • 11-14 – Creating our base color Part1 – Part4
  • 15 – Final Polish
  • 16 – Final renders and Outro

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