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AVC 185 • Spring 2026

Week 9

Modeling to Scale and Chair Creation & Smart Masks and Advanced Texturing
March 23 – 25, 2026

Week Overview

Monday covers this lecture introduces modeling to scale using a kitchen table scene project. Students learn to create a calibrated bounding box, use reference images effectively, and model a chair using box modeling techniques with proper UV unwrapping for texturing. Wednesday focuses on this lecture covers smart masks, mesh maps, particle brushes, and projection methods in Substance Painter. Students present their custom Mat projects while learning advanced texturing techniques and rendering workflows.

Modeling to Scale Box Modeling UV Unwrapping Reference Images Bevel Modifier Substance Painter Smart Masks Mesh Maps Particle Brushes Projections Rendering Texturing
Monday
March 23, 2026

Modeling to Scale and Chair Creation

This lecture introduces modeling to scale using a kitchen table scene project. Students learn to create a calibrated bounding box, use reference images effectively, and model a chair using box modeling techniques with proper UV unwrapping for texturing.

Watch Full Lecture →
1
Project Introduction
0:00 Introduction and Spring Break Check-in
2:34 Kitchen Table Scene Overview
2
Scale and Reference Setup
5:37 Modeling to Scale Fundamentals
12:10 Reference Image Setup
16:31 Creating Bounding Box Calibration
3
Chair Modeling Process
29:33 Box Modeling Workflow Introduction
34:23 Chair Modeling with Mirror Modifier
47:26 Bridge Tool and Rung Creation
1:15:00 Cross Rungs and Symmetry
1:30:10 Seat Modeling and Beveling
4
Surface Finishing
1:37:14 Bevel Modifier and Shading
5
UV Mapping Workflow
1:43:02 UV Unwrapping Strategy
2:08:00 UV Packing and Proportionality
6
Texturing Pipeline
2:20:14 Substance Painter Export and Setup
2:24:00 Wood Texturing and Smart Masks

Key Concepts

  • Modeling to scale requires calibrated bounding boxes for realistic proportions
  • Reference images work best when they are blueprint-style orthographic views
  • Box modeling uses extrude, inset, and bridge tools systematically
  • Mirror modifier enables efficient symmetrical modeling workflows
  • UV unwrapping before applying modifiers simplifies the selection process
  • Wood grain direction in UV space affects texture realism
  • Bevel modifier creates rounded edges while preserving clean UV layouts
  • Smart masks in Substance Painter automate wear and edge effects
Wednesday
March 25, 2026

Smart Masks and Advanced Texturing

This lecture covers smart masks, mesh maps, particle brushes, and projection methods in Substance Painter. Students present their custom Mat projects while learning advanced texturing techniques and rendering workflows.

Watch Full Lecture →
1
Setup and Introductions
0:00 Introduction and Setup
2
Student Project Reviews
10 projects
4:10 Student Feedback: Fusion Fall Inspired Mat
8:03 Particle Brushes and Vein Effects
13:05 Student Feedback: Navigation Issues
18:43 Student Feedback: Interface Problems
30:50 Student Feedback: Nuclear Themed Mat
43:46 Student Feedback: Dalmatian Astrobot Mat
52:25 Student Feedback: Height Channel Exploration
1:05:05 Student Feedback: Hazmat Character Design
1:13:05 Student Feedback: Iron Man Inspired Mat
1:17:05 Student Feedback: Simple Texturing Approach
3
Smart Masks Theory
1:26:05 Smart Masks and Mesh Maps
1:38:45 Mask Editor Deep Dive
4
Rendering Workflow
1:53:00 Rendering from Substance Painter
5
Projection Techniques
2:09:27 Projection Methods and UV Solutions

Key Concepts

  • Smart masks use mesh map data like curvature and world space normals
  • Particle brushes have orange indicators and complex parameter sets
  • Mask editor is the core generator behind most smart mask presets
  • Projection settings are per-layer in Substance Painter, not per-material
  • Triplanar projection helps cover UV seams but sacrifices directional control
  • Procedural generation combined with manual paint adjustments provides flexibility
  • Path tracing renders require time-based sampling decisions rather than technical parameters
  • Professional workflows involve iterative feedback and revision cycles