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.sbsar Format & Parametrische Texturen
Adobe Substance 3D Assets (Bibliothek)
Anchor Points in Substance Painter
Nahtlose Kachel-Texturen in Substance Designer
Node Graph in Substance Designer
PBR in Substance Painter: Metallic/Roughness vs. Specular/Glossiness
PBR-Texturing, Grundlagen
PBR: Metallic-Roughness Workflow
PBR: Specular-Glossiness Workflow
Particle Brushes in Substance Painter
Projection Painting in Substance Painter
Prozedurale Texturen erstellen in Substance Designer
Smart Masks in Substance Painter
Smart Materials in Substance Painter
Substance Designer, Einführung
Substance Designer, Functions und Pixel Processor
Substance Designer, Komplettes Material von Grund auf bauen
Substance Designer, Node-Graph
Substance Designer, PBR-Nodes: Normal, Base Color, Roughness
Substance Designer, Tileable Texturen erstellen
Substance Painter vs. Quixel Mixer
Substance Painter, Anchor Points
Substance Painter, Ebenen-System
Substance Painter, Einführung
Substance Painter, Export-Presets
Substance Painter, Generators: Prozedurale Masken
Substance Painter, Mesh Maps backen
Substance Painter, Smart Materials & Smart Masks
Substance Painter, Texturierungs-Workflow
Substance Painter, UDIMs: Multi-Tile Texturierung
Substance Sampler, Foto zu Textur
Substance in der Asset-Pipeline (Games, VFX, Archviz)
Substance vs. Quixel Megascans: Wann was nutzen?
Substance, Überblick
Textur-Export für Game & Film in Substance Painter
Texture Baking in Substance Painter
UDIM-Workflow in Substance Painter
