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Substance Designer Course
More than 2 million students worldwide

Substance Designer Course

Master Substance Designer from the ground up and create professional, production-ready PBR materials used in games and film. Learn node-based texturing, advanced masking, seamless tiling, and full pipeline integration. Build a versatile material library that meets real studio standards and sets your work apart.

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What you will learn:

  • Build procedural PBR texture sets covering base colour, roughness, metallic, and normal channels.

  • Design seamlessly tiling architectural, organic, and geometric surface patterns from scratch.

  • Apply advanced masking techniques to create realistic wear, damage, and aging effects procedurally.

  • Integrate Substance Designer outputs into game engines using correct channel packing and naming conventions.

  • Recreate real-world material archetypes including metal, wood, stone, fabric, and plastic surfaces.

  • Automate repetitive texturing tasks and extend workflows using Substance Designer's Python scripting API.

How you study in practice Substance Designer Course

How you practise Substance Designer Course

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Course content

8 Chapters • 36 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Introduction to Substance Designer

  • Lesson 1 • Overview of Substance Designer

    Covers the software's purpose, history, and position in the game/film pipeline. Establishes context for why node-based texturing outperforms traditional methods.

  • Lesson 2 • Project Setup and File Management

    Covers creating packages, organising resources, and saving projects correctly. Proper file hygiene prevents pipeline errors downstream.

  • Lesson 3 • Interface and Workspace Setup

    Introduces all major UI panels, viewport controls, and preference settings. Students configure a productive workspace before building any graph.

  • Lesson 4 • Understanding the Node Graph

    Explains nodes, connections, and data flow within a Substance graph. Provides the mental model needed for every subsequent chapter.

Chapter 2See details

Core Nodes and Procedural Foundations

  • Lesson 1 • Filters and Adjustments

    Covers Blur, Sharpen, Warp, and colour-correction filter nodes. These nodes refine raw generator output into polished texture data.

  • Lesson 2 • Atomic Nodes Explained

    Details Blend, Levels, Gradient Map, and Transform nodes as the building blocks of all graphs. Understanding these unlocks control over any procedural result.

  • Lesson 3 • Building Reusable Node Groups

    Teaches grouping nodes into subgraphs for modularity and reuse. Reusable groups reduce graph complexity and speed up iteration.

  • Lesson 4 • Noise and Pattern Generators

    Explores built-in noise generators such as Perlin, Gaussian, and Tile Sampler. Students combine generators to create complex base patterns.

Chapter 3See details

PBR Channel Creation

  • Lesson 1 • Base Colour and Albedo Design

    Constructs realistic base colour maps using gradients, masks, and colour variation. Proper albedo values ensure physically accurate lighting responses.

  • Lesson 2 • Exporting a Complete Texture Set

    Configures output nodes and export presets for common renderers and game engines. Students deliver correctly formatted texture files for any target pipeline.

  • Lesson 3 • Ambient Occlusion and Emissive

    Generates AO from height data and builds emissive channels for glowing surfaces. Both channels add depth and visual interest to final renders.

  • Lesson 4 • Height and Normal Map Generation

    Builds height data procedurally and converts it to tangent-space normal maps. Height-driven normals form the structural foundation of any material.

  • Lesson 5 • Roughness and Metallic Channels

    Derives roughness and metallic maps from height and mask data. These channels define surface micro-detail and reflectivity behaviour.

Chapter 4See details

Masking and Layering Techniques

  • Lesson 1 • Procedural Mask Fundamentals

    Introduces edge, cavity, and curvature masks derived from height data. These masks drive realistic material transitions without manual painting.

  • Lesson 2 • Grunge and Variation Maps

    Uses grunge maps and randomised tiling to break up repetition across large surfaces. Variation prevents the tiling artefacts common in procedural textures.

  • Lesson 3 • Wear, Damage, and Ageing Effects

    Creates scratches, rust, chipping, and grime using procedural noise and masks. These effects communicate material history and increase realism.

  • Lesson 4 • Layering Multiple Materials

    Stacks material layers using blend nodes and alpha masks to simulate real-world surface complexity. Layering order directly affects the final visual result.

Chapter 5See details

Tiling and Pattern Design

  • Lesson 1 • Geometric and Architectural Patterns

    Builds brick, tile, weave, and parquet patterns using shape generators and maths nodes. Architectural patterns require precise alignment and consistent grout lines.

  • Lesson 2 • Organic and Natural Tiling Textures

    Creates rock, soil, bark, and skin-like surfaces using noise stacking and warp techniques. Organic textures demand controlled randomness to appear natural.

  • Lesson 3 • Seamless Tiling Principles

    Explains wrap modes, offset tiling, and how to verify seamlessness in the 3D viewport. Seamless textures are a baseline requirement for most production pipelines.

  • Lesson 4 • Tile Sampler Deep Dive

    Explores all Tile Sampler parameters including pattern input, randomisation, and masking. Mastery of this node unlocks complex surface pattern creation.

Chapter 6See details

Advanced Graph Techniques

  • Lesson 1 • FX-Map Node Mastery

    Builds iterative and recursive patterns using the FX-Map node's quadrant system. FX-Map unlocks procedural complexity impossible with standard tiling nodes.

  • Lesson 2 • Maths and Function Nodes

    Uses arithmetic, trigonometric, and logical function nodes to drive procedural behaviour mathematically. Maths nodes enable precise, parameter-driven control over any output.

  • Lesson 3 • Pixel Processor Fundamentals

    Writes per-pixel operations using the Pixel Processor's function graph. Custom pixel logic enables effects that no built-in node can replicate.

  • Lesson 4 • Exposing and Animating Parameters

    Exposes graph parameters for external control in engines and animates them over time. Dynamic parameters make materials responsive to game logic and cinematics.

  • Lesson 5 • Graph Optimisation and Performance

    Reduces graph complexity through caching, resolution management, and node consolidation. Optimised graphs compile faster and perform better in real-time engines.

Chapter 7See details

Material Archetypes and Real-World Surfaces

  • Lesson 1 • Stone, Concrete, and Plaster

    Creates stone, poured concrete, and layered plaster using noise stacking and height-driven normals. These materials rely on macro and micro surface detail working together.

  • Lesson 2 • Plastic, Glass, and Translucent Materials

    Builds matte plastic, glossy plastic, and frosted glass using roughness and opacity channels. Translucent materials require special channel handling for accurate rendering.

  • Lesson 3 • Wood and Organic Materials

    Generates wood grain, knots, and end-grain patterns procedurally using directional noise. Organic materials require careful control of grain direction and colour variation.

  • Lesson 4 • Fabric and Woven Surfaces

    Constructs woven fabric, leather, and stitched surfaces using Tile Sampler and normal baking. Fabric normals must capture thread-level micro-geometry accurately.

  • Lesson 5 • Metal and Painted Metal Surfaces

    Builds bare metal, brushed metal, and painted metal with chipping using PBR channels and masks. Metal requires precise roughness gradients and accurate metallic values.

Chapter 8See details

Pipeline Integration and Production Workflow

  • Lesson 1 • Quality Review and Delivery Checklist

    Establishes a systematic review process covering PBR correctness, tiling, and export validation. A repeatable checklist ensures every asset meets studio quality gates before delivery.

  • Lesson 2 • Collaborative Material Libraries

    Builds shared material libraries and custom shelf presets for team-wide reuse. Standardised libraries accelerate production and enforce visual consistency.

  • Lesson 3 • Version Control for Substance Assets

    Applies version control practices to SBS files, packages, and exported textures. Versioned assets enable team collaboration and safe iteration without data loss.

  • Lesson 4 • Engine Integration Fundamentals

    Connects Substance Designer exports to real-time engine material systems via SBSAR and texture maps. Correct channel packing and naming conventions prevent integration errors.

  • Lesson 5 • Texture Resolution and LOD Strategy

    Plans texture resolution budgets and LOD texture sets for performance-conscious pipelines. Resolution decisions directly affect memory usage and rendering performance.

Certification

Your valid completion certificate

This course is for you:

  • Environment artists: ready to replace manual texture painting with procedural workflows.

  • Game design students: building a competitive portfolio before entering the job market.

  • 3D generalists: looking to specialise and add a high-demand texturing skill.

  • Indie game developers: needing production-quality surface materials without a full art team.

  • VFX artists: expanding into physically accurate material creation for film pipelines.

  • Career changers: transitioning into the games industry from graphic design or illustration.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of my interest without needing to change platforms... I thank you for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos help a lot with learning.
André Felipe
André FelipePrompt Engineering Student

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