This is my first package released on Gumroad (and it's free !) : https://gumroad.com/l/jLSFJ I created this package from my work on my graduation project : Cheestory, a puzzle game using Unity. More informations on my portfolio : https://www.artstation.com/artist/chamerlat What you'll find in this package : - 5 Base Materials (4 types of cardboard & duct tape) - 4 Preview sphere examples + the scene - 2 Cardboard Smart materials - 1 PDF tutorial to understand how smart materials work All the materials were created using Substance Designer 5.6 and Substance painter 2.6 Indie version. I created 3 different layers for the cardboard (the surface, the teared one and the background layer) and blended them in Unity using a custom shader created by Cesar Creutz
В этом видео представлен анонс мини-курса по текстурированию 3D-моделей в программой Substance Painter на ярком практическом примере. Начальный урок познаком...
Hello everyone, I've put together a node for Substance Designer that can take a bitmap mask input and generate from it a random luminance mask (also known as variation map) and a random opacity mask. Works pretty much like Color random inside Tile Sampler node, but for bitmap masks too. It's pretty awesome, so if interested check it out and let me know what you think! I've updated the node to Version 2. Updated download link for the node and discussion thread on Allegorithmic forums: http://goo.gl/FJWbGc P.S. The graph and SBS package is extensively commented, so don't forget to peek inside ;) Kudos to Pawel Pluta (http://www.squad3d.com) for his great work that inspired me to build this node. Cheers, Sergey
Gnomon shares some master advice on Substance tools from industry professionals, who work at Naughty Dog, Blur Studio and Santa Monica Studio.
Procedural Dry Mud entirely done in Substance Designer render in Marmoset
Collection of materials that were created for the latest environment project. Most of them were created procedurally in Substance Designer, except the trim with ornaments, that was modelled in Blender, baked onto a plane and textured in Substance Painter.
I've had a few requests to release some of my Substance work, so here it is, my first pack! Available on Gumroad: https://gumroad.com/l/AD_PlasterPack Available on Artstation: https://www.artstation.com/adamdudley/store/xN9J/substance-designer-plaster-pack This pack contains the following: - Fully commented and parameterized Substance Designer SBS file - SBSAR File - 10x SBSAR presets, ready to export and use Great for if you want to learn how I created this plaster material, and how I setup the graph to allow for large amounts of re-use, or if you just want some great plaster materials for your latest project. This is a beginner/intermediate level graph, and is easy to follow.
Download the tuto: https://www.artstation.com/a/165889 The main challenge was to create a PBR material using a layering workflow thanks to Substance Painter. I've learned a lot from Fanny Vergne's workflow. Since I am working with a stylized artistic direction I re-used and adapted her process to my job workflow (diffuse only) and for this personal project I wanted to adapt it to the PBR workflow. Check the breakdown of my material: https://www.artstation.com/artwork/LWewA
In the longest and most technical video of the series, Nikola runs you through how he created a fully procedural Tree Bark material in Substance Designer.All...
Visit my store- https://www.artstation.com/a/17583787 Follow me on Instagram- https://instagram.com/3dstitch?igshid=Y2IzZGU1MTFhOQ= Model made in Marvelous Designer/Clo3d. Textures in Substance Painter and Marvelous Designer. Final render in Blender. Available files:- FBX(Thick & Thin), OBJ(Thick & Thin), ZPRJ(Clo/Marvelous). UV MAPPED TEXTURES- Marvelous designer and Substance Painter Textures/Mesh Maps. Please don't hesitate to contact me if any question or issue.
Some nice advice from the amazing artist Fabien Forestier, who talked about the way he creates complicated 3d materials with Substance Designer.
Substance Designer Practice - Intelligent Material (Crystal) Substance Designer produces crystal intelligent materials and exports SBSAR file, and applies it to objects in Substance Painter, which can adjust various material effects of crystals (in iterative improvement).
Some of the materials I created for the new KITBASH3D Aftermath KIT. All materials 100% Substance Designer without bitmaps ;) Render in Marmoset Toolbag. (p.s presentation contain not all materials in Aftermath KIT ) ----------------------------------------- Designed by Sebastian Luca, modeled by Jakub Vondra, textured by Alexey HrDesign, trailer by Alex Shyp, cover art by Maxx Burman. You can take it https://kitbash3d.com/products/aftermath
It was a great honor to collaborate with LevelUp Digital and Daniel Thiger on a new Substance Designer tutorial! Throughout this tutorial I will be showing some of my techniques on material creation while also exploring more creative ways of doing a random pattern generator fully in Designer. I also went over some hybrid workflows of combining scanned assets like leaves, pebbles and twigs to add more realism to the entire material. I really enjoyed doing this tutorial and I hope you'll find it useful too! Link for the tutorial: https://gumroad.com/a/756454515/QnGByh
Gamedev veteran Christoph Krumnow talked a bit about his experiments with Substance Designer and Maya.
Finally the game is out !! On FC5, my responsibilities was to create the majority of the terrains for the Biome team. The motto was to recreate Montana in the greatest accuracy. I had the chance to travel to this place and capture the data using photgrammetry. Special thanks to Dan Haard who capture some amazing data too, Fred Mox, Richard Côté, Pascal DeSampaio, Paulette Richardson, Florence Dagenais, Mathieu Roy and "Isaac Papismado" my Art Director. My pipeline at the time was to extract our scans with Photoscan and Xnormal to bake the textures. The tiling and mixing of materials was done in Substance Painter. For the rocks, they were done in Designer. I hope you enjoy my work! And don’t forget to check Vol.2 and Vol.3 here: Vol:2 https://www.artstation.com/artwork/be0rG Vol:3 https://www.artstation.com/artwork/zl996
Vol:3 On FC5, my responsibilities was to create the majority of the terrains for the Biome team. The motto was to recreate Montana in the greatest accuracy. I had the chance to travel to this place and capture the data using photgrammetry. Special thanks to Dan Haard who capture some amazing data too, Fred Mox, Richard Côté, Pascal DeSampaio, Paulette Richardson, Florence Dagenais, Mathieu Roy and "Isaac Papismado" my Art Director. My pipeline at the time was to extract our scans with Photoscan and Xnormal to bake the textures. The tiling and mixing of materials was done in Substance Painter. For the rocks, they were done in Designer. I hope you enjoy my work! And don’t forget to check Vol.1 and Vol.2 here: Vol:1 https://www.artstation.com/artwork/VnYkN Vol:2 https://www.artstation.com/artwork/be0rG
During the recent months I created a few metal susbtances for Cryteks Substance Library and some as personal work: brass, copper, blued metal, silver,dented rusted steel, rust.
Was inspired by Quixel dandelions megascan, so I decided to create my own Using Substande designer. Rendered in marmoset