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Substance B2M

via LinkedIn Learning

Overview

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Get started with the Bitmap2Material (B2M) application. Learn how to use this software to generate physically based rendering (PBR) maps from a single-source image.

The Bitmap2Material (B2M) application from Allegorithmic gives you the ability to generate physically-based rendering (PBR) maps from a single source image. In this course, learn how to effectively use this software to enhance your PBR workflow. Joel Bradley kicks off the course by showing how to navigate the B2M UI. Next, he shows how to work with B2M in Substance Designer. He also covers how to use the global controls, change the colors in an input bitmap, tweak the base color, generate ambient occlusion, and more.

Syllabus

Introduction
  • Welcome
  • What you should know before watching this course
  • Using the exercise files
1. The Bitmap2Material UI
  • Menus and toolbars
  • The 2D view
  • The 3D view: Lights and Cameras
  • 3D view: Menu options
  • Exploring the parameters area
2. Bitmap2Material in Substance Designer
  • Why work with Bitmap2Material inside another application?
  • Bitmap2Material Lite
  • How to load Bitmap2Material
3. The Global Controls
  • Output size and quality
  • Method and light equalizer options
  • MakeItTile: Legacy version
  • MakeItTile: Improved version
4. Fixing the Base Color Map
  • Hue, saturation, and luminosity
  • Using the Light Cancellation controls
  • Fixing ambient occlusion
  • Tweaking the base color
5. Using the Relief Controls
  • Normal Intensity and Format
  • Low, mid, and high frequencies
  • Relief Input
  • Detailed normal output
6. Building a Roughness Map
  • Setting the Roughness Value
  • Roughness Variations From Curves and Softness
  • Roughness from curves or color
7. Generating Ambient Occlusion
  • Setting the AO balance
  • Fixing the AO levels
  • Sharpening and denoising values
8. Saving and Testing Your B2M Texture
  • Saving your maps for texturing
  • Loading your maps into Unreal Engine
  • Creating and testing B2M 3 with your UE 4 material
Conclusion
  • What's next?

Taught by

Joel Bradley

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