Hussain Dabhiya discussed his educational background and his UE4 scene The Aftermath, talked about his approach to modular kits and material production with Substance Suite and shared some useful tips for working in UE4.
Matthias Schmidt shared a bunch of techniques discovered during his search for a perfect procedural workflow for sci-fi hard-surface projects in Substance Designer.
Kalyson shared a procedural approach to creating game textures using Substance Designer.
Xavi Anguita shared the process of creating his Eye Generator, a procedural tool that allows you to control multiple parameters including the Iris, Pupil, and Sclera veins, and also mentioned several talented artists who helped him learn SD. The Eye Generator is available for purchase here.
Lee Borrer did a breakdown of his Lockers material made in Substance Designer and gave some advice to those who want to learn the software.
Check out fabric materials packs from Travis Davids.
Alex Buryak did a breakdown of the Graphite tank from World of Tanks, discussed the hard-surface modeling workflow in Maya, showed his approach to cloth simulation and texturing and talked about working on the lighting in Marmoset.
Dan McCabe shared a breakdown of his project G-Shock Watch made 100% in Substance Designer.
William Ruhlig described his workflow for creating the Polar CliMATe Scientist project that won him the first place in the Meet Mat 2 competition and shared his take on Substance Painter.
An Insight into Game Environment Production at WargamingInspires, very interesting!·
An Insight into Game Environment Production at WargamingVery interesting information, thanks for sharing!)·
Sci-Fi Hard-Surface Workflow and Custom Tools for Substance DesignerFantastic article, Matthias! Loved it!·
Best Indie Games in 2020: May ListCareful it's not TimeLine but TimeLie...·
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