The ceiling of a palace
I wanted to try to make something that looked handpainted in Substance Designer. The challenge here was to make a believable stylized texture with a color map only. Got some nice results, but couldn't decide if I like the more or less rendered versions better, so I settled for something in the middle.
Been tooling away at this larger project I've been working on (and blogging about!) I got to a point where I wanted to take a material through to close to completion so I thought I would share the results - This was a really fun one that let me try a bunch of stuff I don't really get to often. It was tricky but rewarding to figure out how to do the sort of spiral knots/whorls in the wood planks and how to place the bolts. Excited to bring the rest of the materials for the project up to this point so I can figure out if I need to even have any more detail in them.
I continue to study substance designer. It was inspired by works of Rogelio Olguin. 100% of Substance designer, rendered in Marmoset.
The focus with this material was to really make use of Substance's proceduralism, but keep the tunables as simple as possible while retaining a complex output. It has an "Aging" slider and an "Enable Planks" button. The Aging slider affects a whole bunch of parameters at once to create the aging process of the wood. The Enable Planks will turn planks and the nails on, turning it into more of a flooring texture. With these two tunables, you can easily get a lot of variation out of this thing.
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At the beginning of Immortals Fenyx Rising on which I was Lead Material Artist, I built a Material Art Direction Document with the help of my team mate to create a cohesive vision to be shared. _____________ Thanks to he EXP points and Ubisoft Québec we were able to share some insightof the fantastic work we did as a team. The complete Interview is here, https://www.exp-points.com/immortals-fenyx-rising-qa-ubisoft ___________ All of those are the result of a huge team work ! More Artists, https://www.artstation.com/caroc https://www.artstation.com/claudegosselin https://www.artstation.com/dimsane https://www.artstation.com/misuuu https://www.artstation.com/oliver87 https://www.artstation.com/pfleau Cheers !
The "Broken Tiles" are now available for purchase on Gumroad! https://gumroad.com/l/dDLDX Artstation post: https://www.artstation.com/artwork/lQrxG
The Order: 1886 bird poo and scattered papers by Megan Parks on ArtStation.
Collection of materials done for Palia. Rendered using Marmoset toolbag
Material study. 100% substance Designer, rendered in Marmoset.
Stucco with different color variations, for later mixing with each other using a blend shader editor.
Ghibli art always amazed me, so tried my hands on creating such visual based stone wall texture inside Substance Designer, used Unreal Engine 5 for the showcase.
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Hello everyone - my name is Fred ! In this video I will share with you my experience in creating stylized textures in Substance Painter. I will explain in de...
The ArtStation Masterclasses 2 – Games Edition is starting August 6th and this is your unique opportunity to learn from and interact with 10 senior artists in the gaming industry and connect with other students in class forums. Available discounts for studios, educational institutions and students wanted to be a step ahead of their classmates before […]
Hey, here is material I've created for studding. All done in substance designer and 100% procedural. Render Marmoset Toolbag 3.
Old Stucco for Metro Exodus. Layered material. 100% Substance Designer
This is a substance network I made that creates unique and detailed stylized tiles from a basic grey-scale input map. It can do everything from simple, regular bricks or floor tiles, to complicated mossy stones or trim sheets. Note: This tool is no longer available for purchase. At this point a lot of this tool is rather outdated and work and life have caught up with me and I currently don't have the time to do any major updates.