In this Roof Shader in Substance tutorial we will go over on how to create a roof texture using 3ds Max, ZBrush and Substance Designer. We will first create our low poly tiles in 3ds Max, 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. We will then setup our texture so that it will tile perfectly and so that it has a lot of variation in size, rotation, and shape. We will also make everything ready for baking like 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 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 map. We will wrap things up with a final polish over the entire texture and render the final texture in Marmoset Toolbag 3.
More about the Instructor:
Emiel Sleegers is 20 years old, originally from The Netherlands but currently living in the UK. He's a 3D environment artist working in the game industry. He's worked for companies like Playground Games and ubisoft with so far one announced title on his name: Forza Horizon 3, and another title on the way. He's a self taught artist who one day, 4 years ago, decided he wanted to know how the amazing games he always played were made. The rest is history.