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In part 7 of our NES Game Product Render project, I will be continuing with Substance Painter. This entire tutorial will show how I approach shading the NES PCB board using the typical Substance Tools I use most often. Substance Painter is a very powerful tool filled with tons of features. But overall I have found myself sticking to the same typical tools more often than not.

In particular, I like to approach Substance Painter in a similar way to the shader node-setups I use in Redshift. I will show you how to quickly re-purpose some of the built-in presets while layering procedural textures and noises to break up our surfaces. Using the layer and masking system with the procedural tools makes it easy to add variations to the surface textures roughness, bump, etc. I also go over the standard brush tool and how we can use this to add specific fingerprints into regions.

In the end I show you how we can preview our project using Iray, and how to export our finished textures for use with Redshift's Standard Material. Next month we will be moving on to the layout stage and applying our new Substance Painter texture assets to our Redshift shader setup. If you need the project files, they can be downloaded in part 5. Thanks again everyone for the Patreon support, have a great day!

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Patreon Tutorial #47 - NES Game Product Render - Part 7

This is "Patreon Tutorial #47 - NES Game Product Render - Part 7" by Saul Espinosa on Vimeo, the home for high quality videos and the people who love them.

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