Abstract Doodles in Substance Designer
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 1, Jun
San Francisco US   18, Mar — 23, Mar
San Francisco US   18, Mar — 23, Mar
York US   26, Mar — 29, Mar
Boston US   28, Mar — 1, Apr
Latest comments

Besides, if you'd be involved in project budgeting you would be aware that the costs are growing and using cheap alternatives is inevitable. This is the business. first of all.

If you hate people that can make your life easier and see the threat in everything related to AI then you can hardly call yourself an artist. Rather than a kid who likes to be in a comfort zone.

This is sad only for cheap projects and artists having no desire to grow. This technology in particular will make life easier for those who often use photostock services.

Abstract Doodles in Substance Designer
26 February, 2018
News

Allegorithmic and Nikola Damjanov have recently shared an article that shows the way you can make awesome abstract doodles with the help of Substance Designer. The idea here is to go wild and let your imagination take over the tool. It a good way to practice your skills, but it’s also a kinds of self-therapy. 

 

Here is a short piece of the tutorial:

I start with a custom mesh from any DCC app. I suggest you limit yourself to primitives at the start as you’ll get UVs out of the box, and so you’ll be quicker. I tend to abuse modifiers at this point – whatever it takes to get me an interesting shape and a good starting point. This scene can be as complex as you wish but you shouldn’t overthink it; just go with the flow, as the whole point is to experiment. I even have this strange habit of deliberately not saving source files for those meshes so as to force myself to come up with something new every time.

Before you export your scene make sure you have a separate material assigned for every part you want to individually control in SD. I usually have two or three materials set up. One of them is for some light-emitting object, and that one doesn’t even need UVs. You can also plan ahead a bit and set up some cameras upfront. Those will get exported with the FBX so you can access them in Substance Designer’s 3D view.

Let’s go through one of the setups. Everything started from a simple Cube3D. The first layer of details came from the main shape, but it used Shape Mapper and Swirl to modify the ornaments.

Nikola Damjanov 

Make sure to check out the full guide here. You can some of the meshes and source files from Nikola on Gumroad.

Leave a Reply

avatar