Here is my Gnomon Tutorial on procedural texture creation. Thanks to everyone who has liked this page I hope this is a helpful tutorial for everyone who is interested in Substance Designer procedural workflows. Everything here is done with a stock nodes from substance designer so no trickery involved 🙂
In this lecture, Rogelio Olguin will introduce the basics of texture creation with Substance Designer. Rogelio begins by showing the steps to create height information, the initial foundation of the texture. The design of a cobble stone texture is then demonstrated from start to finish. During the process, Rogelio goes over his techniques and workflow for creating simple tools that combine into one final texture that can have endless procedural possibilities. You will get an insight into Rogelio’s texturing philosophies when it comes to the visual interest of texture creation. Ultimately the goal of the lecture is to share powerful Substance techniques that can be used to create virtually any texture.
- Substance Designer Basics
- Cobble Creation
- Cobble Dirt
- Pebbles Dead Twigs
- Cobble Colorize Part 1
- Cobble Colorize Part 2
- Cobble Roughness
Thanks to Gnomon and Specifically Daniele Volpe at Gnomon on helping me with last fixes.
If you all have questions let me know I am open to answer ill do my best to answer them in concise and as quickly as possible.
Just wanted to say thank you to everyone who has linked the Environment Art blog. I have regrettably been preoccupied with a bunch of work back to back. No real excuse to not update here so Ill try to put a larger effort to do at least one weekly update and ill look for some friends who might want to post stuff here also. As you all know Uncharted 4 is a thing and E3 went really well for us. I am extremely proud of the team that worked on the demo.
Been keeping track of a polycount thread that just came up a few weeks ago and I love the energy of the people in this thread a lot. It is a group of really passionate substance texture artists from different places just doing a friendly unofficial polycount challenge and the textures and information coming out is just great. Credits to Tejay Fraser-Chitticks for starting this up! link is below and to her personal website as well.
Polycount : Weekly Substance Challenge
Some images of the works below with link to authors portfolio.
Jeremie Noguer Portfolio link
David Garrett Portfolio link
Brad Smith Portfolio link
I tend to collect links of videos and demo reels I see around, these are ones I keep going back and just enjoying the way the videos have been cut and presented. A lot can be gleamed from the presentation of the videos here, and used in some ways to show demo reels in a different way while still having the subject front and center. I know Demo reels have become a stone age part of the hiring process especially for game artists; I still think it adds value showing an environment in motion. Enjoy the videos 🙂
from We are Maniacs
The Third & The Seventh from Alex Roman on Vimeo.
Marek Denko | Retrospective reel | Selected Works 2003-2010 from NoEmotion.Net on Vimeo.
Happy New Years 🙂 Been sort of away from the blog stuff here. Actually been away from PC and enjoying vacation 😀 Hope you all had a great Christmas and New Years. For the first post we have a tutorial on creating cracks by Joshua Lynch. He has been doing some cool stuff in polycount forums linked here. He might be posting here in the future also 🙂
Portfolio Website: http://josh-lynch.com/
Also I already have several ideas for environment related articles and tutorials coming up for this year so keep coming back or subscribe 🙂
Substance Designer – The 9 Nodes of Christmas
Just for the fun of it I will posting a video each day up to Christmas discussing a randomly selected node from Substance Designer and having a small instructional discussion regarding the node.
We are on day 2 but here is a link to the playlist to catch up 🙂
Happy Christmas one and all.
I have recently been working quite a lot in Substance Designer and especially creating Substance graphs which act as Generators to composite bespoke items on a tiling texture.
Eat3D have been kind enough to host the tutorial regarding the process of the creation of one of these generators.
I hope you find the tutorial useful.
Whilst I was looking through the 3D articles of the day I noticed this great write up from Game Textures regarding COD Advanced Warfare texturing.
Some great information in this write up and some stunning visuals to boot.