WORKSHOP: SUBSTANCE PAINTER TO UNREAL ENGINE

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Create material in Substance Painter and bring it into Unreal Engine
Lead Environment Artist and Creative Director John Waynick leads you from getting a material in Substance Painter to Unreal Engine live online as you learn rare workflows and get your questions answered. Dedicate 4 hours and learn a new skill - no homework, no labs! On March 15th from 9:00am-1:00pm PT.
Don't miss out on this one-off opportunity to learn a workflow used in game studios and in VFX studios everywhere!
Only $197!
I'M READY TO BOOKWhat you'll get:
- Learn from Gold Unreal Authorized Instructor and Creative Director John Waynick 100% Live Online
- Get recordings after the course is over to keep long term
- Meet other artists wanting to learn rare workflows
*By purchasing this course you acknowledge that your face and voice will be recorded and accessible in the future to other students.
Only $197 - book now!
*Please contact Admissions for details.
I'm ready to bookWhat Students Will Learn:
- How to combine a unique baked workflow with a tiling texture workflow to maximize real time performance optimization
- How mid-poly workflows maximize the fidelity of models that use tiling textures
- How to mix baked normals with a tiling texture set in Unreal Engine
- How to create unique ID masks in Substance Painter to add unique FX to environments using tiling texture workflows
- How to create a master material in Unreal to use ID masks with tiling texture sets
MEET THE INSTRUCTOR

John Waynick
Art Director, Technical Environment Artist, Creative Director
Prior Staff Position at Intrepid Studios on Ashes of Creation as a Lead Technical Lighting Artist
Note from Instructor John Waynick:
I am revealing a secret and typically untaught- yet industry standard -technique for optimized environment art texturing. We’ll learn how to take advantage of the unique qualities of a mesh baking workflow while maintaining the optimization advantages of a tiling texture/trim sheet workflow. In this workshop we’ll be authoring a Material ID mask from mesh baked data, then building a material in Unreal Engine 5 to combine that mask with a standard tiling texture workflow.