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Advanced Material Creation in Substance 3D Designer

19 ratings
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Advanced Material Creation in Substance 3D Designer

19 ratings

Advanced Material Creation in Substance 3D Designer

Follow along with 3x advanced, step-by-step, in-depth Substance 3D Designer tutorials covering wide range of material creation from industry professionals. The tutorials are covering techniques and workflows used within game development production while also creating beautiful procedural material art.

Total of 16h of high quality content in 2160p resolution.

All materials, videos and commentary are real-time for everyone to be able to follow along and are suitable to anyone familiar with Substance Designer. You will have access to all work files in each step so you can always be sure to finish the series even if any complications such as crashes would arise. This series is tailor made for ease of learning and help elevate anyone interested in advancing their skills in Material Art.


LOOSE STONE WALL | Enrico Tammekänd

Take a sneak peek into how Enrico creates his materials from the base setup to the final product. Follow along with understanding technical approach to creating accurate materials for games while also exploring creative problem solving and making a fun material. In the tutorial we will be:

  • Exploring texel density and the importance in materials
  • Setting up real world scale template with automatic displacement
  • Creating a cliff material to carve out stones from
  • Detailed stone blocks creation
  • Advanced techniques to procedurally scatter assets
  • Minimizing overlapping shapes
  • Micro-detailing the stone blocks
  • Dried up mortar creation & bits of lichen
  • PBR correct albedo creation with environmetal effects
  • Tips and tricks for normals and roughness to mimic scanned content

Enrico is a Senior Material Artist with 9 years of professional experience. He's worked at studios such as Ubisoft, Counterplay Games, That's No Moon, and currently works at CD Projekt Red on the recently announced Witcher game. His work can also be seen in "Splitgate", "Spider-man 2", Textures.com, Artstation Learning and many more.

Artstation: https://www.artstation.com/enricot


COLOSSEUM FLOOR | Christian Tammekänd

Follow along as Christian shares his day to day techniques for creating realistic herringbone style stone floor material that includes these steps:

  • Herringbone pattern creation
  • Versatile crack setups that can be used universally
  • Realistic stone variation and chipping
  • Creating advanced masks, grunges and gradients
  • Creating realistic grout in-between stones
  • Custom edge width randomization for stones
  • Micro pebble creation
  • Fine noise and micro chips on surface of stones
  • Use of portal nodes to maintain the graphs tidiness
  • Using Flood fill nodes to create variation and to build custom masks
  • No custom nodes or bitmaps are used in this tutorial

Christian is a Senior Material Artist with over 7 years of experience within the industry. He has been part of many AAA studios such as Ubisoft, 1047 Games and Turtle Rock Studios. He is currently working on the new first person Sci-Fi shooter "Splitgate 2" and a new upcoming Horror title.

Artstation: https://www.artstation.com/christiant


RUSTY METAL PANELS | Max Kutsenko

Take a look at the unique techniques used by an expert procedural artist Max Kutsenko as he assembles some old rusty metal panels and covering the following steps:

  • Arranging panels in an irregular pattern with Tile Generator
  • Creating metal folding and bending effects with Voronoi Fractal
  • Adding surface details with Non-Uniform and Slope Blurs
  • Creating bent Nails with the recently added Spline nodes
  • Importing grunge maps from Painter to Designer
  • Coloring panels with multilayer Flood Fill approach
  • Advanced mask creation for panel color variation
  • Complex and varied rust layer with Non-Uniform Dir. Warp
  • Adding Graffiti bitmaps and panel weathering
  • Normal map techniques for an extra level of detail

Max is a Material Artist with 5 years of experience using Substance 3D Designer. He is currently at Ubisoft contributing to the rich worlds of Assassin Creed franchise. He also helped to expand textures.com library with his versatile procedural materials.

Artstation: https://www.artstation.com/maxkutsenko



Disclaimer:

  • By purchasing this product you agree with the license, adhere to undertake any and all precautions to follow this agreement and understand all of the terms and conditions written out here.
  • Substance 3D Designer version 14.0.0 or newer is required.
  • This tutorial covers ONLY the material creation process and does NOT include anything regarding rendering. Renders were done in Marmoset Toolbag and may differ, 3rd party content was used for presentation purposes and therefore was not shared.
  • Preferably suitable for intermediate level of Substance 3D Designer users and above.
  • Teaching facilities please contact enthelitystudios@gmail.com for a custom license. Teaching facilities are NOT allowed to be purchasing this under the current licenses and require a custom made license and pricing based on the intended usage.
  • There is no refund policy for digital, downloadable content. Please look at license info below before purchasing.
  • Sharing, streaming, and redistribution to third-party is strictly prohibited and will be held accountable by the law.

License Info:

  • Standard / Freelance
    • For a single person.
    • Non-commercial usage, personal projects, educational purposes.
    • Does not apply to companies or studios.
    • Commercial distribution of videos are strictly not allowed.
  • Commercial / Indie
    • Revenue under 100k+ for studios, companies and individuals.
    • Unlimited number of users working at that specific studio/company.
    • Commercial use for textures as long as it is embedded into media and/or designs.
    • Commercial distribution of videos are strictly not allowed.
  • Studio
    • Revenue of 100k+ for studios and companies.
    • Unlimited number of users working at that specific studio/company.
    • Commercial use for textures as long as it is embedded into media and/or designs.
    • Commercial distribution of videos are strictly not allowed.
  • Schools & Teaching Facilities
    • Custom pricing based on the size of the teaching facility, students and usage of the content.
    • Limited to number of students.
    • New license needs to be purchased per semester/learning cycle.
    • Non-commercial usage, personal projects, educational purposes.
    • Commercial distribution of videos are strictly not allowed.
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