Samples of recent Substance Designer work -- mostly experiments at working the software into my pipeline. Tools for tool's sake, you could say. That, and building a modest personal library for use in Painter. I've been aiming for a vaguely 'stylized' look; not a hand-painted look, but something stripped down, very slightly abstracted.
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
Charly Vanlaere talked about getting started with Substance Designer and the production of Gothic Ornament.
Exporting Textures in Substance Painter.Twitter: https://twitter.com/Game_Dev_ManFacebook: https://www.facebook.com/GameDevMan
Here's a selection of materials I had the pleasure to create for Darksburg. All done in Zbrush / Substance Painter / Photoshop. Darksburg just launched it's new update "Going Rogue" on Steam, check it out https://store.steampowered.com/app/939100/Darksburg/ Art Direction https://www.artstation.com/kuru Concept artists https://www.artstation.com/sicaeth https://www.artstation.com/zellk https://www.artstation.com/julien_mailly
Over the month of September I am running a "Materials Mentorship" program through Patreon.
Material study of a mossy granite cliff. 100% Substance designer, rendered in Marmoset.
Hi, I'm the biggest fan of Dishnored art style, so in free time I decided to create something similar to it. Here are the results:
SubstanceDesigner
I'm happy to finally announce my collaboration with Allegorithmic. It was an honor to be selected for the first of the Signature Series. I've created a set of materials for Substance Source spanning three different biomes. Now available as video tutorial here: https://gum.co/detebedrocktut This material is part of the Desert biome. The focus in the Desert biome was to create materials that work well together. To accomplish this, I worked on ways to share colors using global parameters. All of the sand and rock colors are driven by a separate Substance graph which holds two color options for the user to pick between. https://www.allegorithmic.com/blog/substance-source-signature-materials-daniel-thiger
Hi everyone, I've been using SD for a while but I haven't shown much.
Senior Environment Artist at Paradox Interactive
Completely procedural cobblestone made in Substance Designer.
Dylan Salvalaio walks us through the Stylized Bonfire and Flowing Lava materials he made with Substance Designer. Read through to learn his process all the way from planning to presenting the final render and his tips and tricks on maintaining the stylized look in a procedural package.
Been out sick for a few days so I've been practicing making stylized textures. 100% Substance Designer, rendered in Marmoset Toolbag.
Jeff Horal presented his amazing Stylized Tile Generator that allows artists to easily create new stylized textures in Substance Designer.
The goal with this one was to create a cracked paint material, like you might see in an old abandoned building or a post-apocalyptic environment. The main challenges with this were creating the curled up bits of paint and making the amount of decay controllable with a single slider. The colour and roughness can also easily be changed, allowing the user to set whether the paint is gloss, satin or matt. Available to buy on my Gumroad: https://matt-taylor.gumroad.com/l/ZQzQJ
Addicted to creat stylized matrials
Wanted to see how to make a sand material and ended up adding rocks :D