Hard Surface Texturing for Games

Hard Surface Texturing for Games

Learn all the tips and tricks professionals use when they create hard surface textures for games. In this course, we will be focusing on texturing a hovercraft by telling a story with our work. Textures should be able to tell the player the age of an object, what environment it inhabits, and what world it is from. We will also learn how to make the best bakes possible using ID maps, creating Smart Materials, using Emissive channels, etc.

Learn More: Check out our Exclusive Tutorial on Hard Surface Modeling for Games for complete knowledge on the hard surface real-time pipeline.

Substance Painter Texturing

We will start by preparing our meshes for the best bake possible and learn how to get the most of our baked maps. We will spend the remaining time texturing in Substance using production proven workflows and many tricks I have learned along the way working at AAA studios. In the end, we will present our hovercraft in UE4 using all of our textures from Substance. We will cover the basics of Unreal to showcase our asset.

8.5 Hours of Real-Time Content

Everything is covered. There are no timelapses. You will get to see how you can tell a story with your textures while learning to use Substance Painter like a pro. All the hotkeys, tricks, shortcuts, every single step to make this vehicle will be covered.

Skill Level

This tutorial is great for students and artists who are just starting out and want to know everything about hard surface texturing for games. The tutorial is easy to follow for newcomers as it covers the basics before ramping up to more complicated techniques.

Instructor Bio

David Saiz is a CoFounder and Studio Director of Paloma Studios. He has many years of experience working on videogames, television, commercials, attractions, and Virtual Reality experiences. David has worked in numerous studios in California such as Sony Online Entertainment, Electronic Arts, Wevr and film, and commercial studios such as Rhythm & Hues, Halon Entertainment among others. He is an experienced Technical Lead, as well as an artist. He has worked on projects such as Overwatch (promotional statues), The Sims 3, Planetside 2, Mass Effect New Earth (Ride), Disney Infinity, and Serpent’s Saga.

Tools Used

  • Maya
  • Substance Painter
  • UE4

Chapter List

01 – Intro Recap
02 – PBR Explanation Substance Maps
03 – ID Map SkewedNormalMaps
04 – ID Map MayaSetup
05 – Skew Setup and Baking Settings 01
06 – Baking Setting
07 – Final Baking Settings
08 – PBR Instantiate Layers
09 – First Material 01
10 – First Material 02
11 – First Pass Material Details
12 – First Pass AlI Materials
13 – Decals 01
14 – Decals 02
15 – Decals parts
16 – Decals peeled away
17 – Decals Lettering
18 – Decals Logos
19 – Damage Impact
20 – Dashboard Panels
21 – Dashboard Buttons
22 – Dashboard Screen
23 – Dashboard Screen Details
24 – Dashboard Handles
25 – Cannister
26 – Dirt
27 – Glass impact
28 – InnerParts
29 – Emmisive
30 – FrontGrill
31 – LeatherSeat wear
32 – Shoes mud
33 – Exporting Textures
34 – Unreal Materials
35 – Unreal Emissive
36 – Conclusions



Average rating: 5.00 out of 5 stars
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  • great product, great value

    Great value, for sure. Covers a lot of information. I think it’s perfectly suited for someone who is already familiar with Painter but still in the earlier stages of exploring the software. It won’t cover interface and total beginner stuff but would start the building of textures from the basics so I had no problem following along. There’s a lot of nice hidden tricks that I’m sure, even more advanced user would appreciate. I also liked how it was kept very honest, you see the whole process, things that work and things that don’t and there’s no heavy editing to let you guess the missing steps from point A to point B. Good stuff overall.

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