Desert rocks material, 100% Substance Designer rendered in Marmoset Toolbag. Decided to rework this material I had made a couple years back. Made 2 variations, one is more stylized, the other a is meant to be a bit more realistic.
Here's another substance I created from watching Daniel Thiger's walk through. Daniel's work is not only inspiring but is so deep that you can pull a lot of techniques and ways of thinking about materials out of them!! This was a great exercise for learning about more of the functionality of Designer. Along with the jungle floor walk through I was able to have an even better understanding of non uniform blur. I also saw benefits from using the shadow, distance, and curve nodes. Here is Daniel's walk through if you want to take a stab! https://www.youtube.com/watch?v=foyfgfjQbK4
These are some of the materials used for The lost Legacy. This time around I went with a more hybrid approach. Many of these textures are combined with many asset mixing. For example using photo taken layers for creating color maps while keeping the texture procedural also. Some textures even grab directly from photogrammetry height information that was modified or added upon in substance designer a good example of this is the asphalt which I grabbed the mostly clean version of it and did all the passes using the height information. Once I had the flat version I did the broken up version with the cracks and buckling through procedural methods so in this sense I am using the best of both or multiple worlds to create one final texture. It was an interesting experiment and one I will keep on using in some way in the future. All textures were processed and finished in Substance Designer.
Procedural material created using Substance Designer.
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