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AVC 200 • Spring 2026

Week 6

Substance Ecosystem in Unity & Student Projects and Substance Suite
February 23 – 25, 2026

Week Overview

Monday covers this lecture covers the complete Substance workflow including Community materials, Sampler for creating custom materials, and Painter for texturing 3D models. Students learn to integrate these tools with Unity and understand the importance of UV mapping in the pipeline. Wednesday focuses on students presented their interactive Unity projects featuring dialogue systems, physics interactions, and environmental design. The second half covered advanced Substance workflows including multi-part assets, texture sets, and SDF modeling in Substance Modeler.

Substance Materials Texturing Unity 3D Pipeline UV Mapping Unity Projects Substance Suite Interactive Design 3D Modeling Texture Painting Game Development
Monday
February 23, 2026

Substance Ecosystem in Unity

This lecture covers the complete Substance workflow including Community materials, Sampler for creating custom materials, and Painter for texturing 3D models. Students learn to integrate these tools with Unity and understand the importance of UV mapping in the pipeline.

Watch Full Lecture →
1
Pipeline Overview
0:00 Introduction and Audio Check
1:19 3D Pipeline and Materials Overview
3:19 Substance Tools Introduction
2
Substance Community
7:11 Substance Community and Unity Package
16:13 Working with Substance Materials
3
Substance Sampler
31:11 Substance Sampler Introduction
35:36 Creating Materials in Sampler
44:01 Exporting and Importing Substances
4
Substance Painter
59:04 Substance Painter Introduction
1:04:06 Paint and Fill Layers
1:12:37 Masking and Advanced Brushes
1:18:25 Exporting from Painter to Unity
5
Workflow Integration
1:45:36 Blender to Painter Workflow
1:54:52 UV Mapping and Triplanar Projection
2:04:05 Wrap-up and Next Session Preview

Key Concepts

  • Substance materials are procedural and adjustable unlike static textures
  • UV mapping information is stored in mesh files, not materials
  • Triplanar projection can sidestep UV unwrapping issues
  • Export both mesh and textures when unwrapping in Substance Painter
  • Use fill layers for base materials and paint layers for details
  • Substance Community provides free materials for student Adobe accounts
  • Channel packing combines multiple grayscale maps into one texture
  • Masks in Substance Painter work like Photoshop - white shows, black hides
Wednesday
February 25, 2026

Student Projects and Substance Suite

Students presented their interactive Unity projects featuring dialogue systems, physics interactions, and environmental design. The second half covered advanced Substance workflows including multi-part assets, texture sets, and SDF modeling in Substance Modeler.

Watch Full Lecture →
1
Student Project Presentations
12 projects
0:00 Introduction and Casual Chat
0:52 Student Project Presentations Begin
4:37 Instructor Feedback and Suggestions
6:27 Dream Simulator Project Demo
13:32 Audio Issues and Technical Discussion
16:27 Liminal Space Project Review
23:37 Interactive Building Project Demo
25:37 Colorful Game Project Showcase
26:36 Extended Adventure Game Demo
30:59 Industrial Platformer Project Review
40:32 House Tour Concept Demo
45:41 Card Game Project Showcase
56:12 Music Room Interactive Demo
59:39 Concert Simulator Project
1:02:12 Cyberpunk City Environment Demo
1:18:33 Substance Modeler Introduction
1:26:48 Multi-Part Asset Creation Workflow
1:32:00 Substance Painter Texture Sets
2
Substance Workflow Tutorial
1:42:20 Substance Modeler SDF Modeling
1:55:01 Dice Creation and Painting
2:08:32 Course Planning and Wrap-up

Key Concepts

  • Multi-part assets require separate materials for animation in Unity
  • Each Blender material becomes a separate texture set in Substance Painter
  • Substance Modeler uses SDF technology for more forgiving boolean operations
  • Interactive feedback systems enhance player engagement in games
  • Proper UV unwrapping is essential before texture painting workflows
  • Performance considerations matter when using multiple texture sets
  • Visual consistency requires matching interaction design with environmental aesthetics