Complex Architecture with Substance Designer 6
Subscribe:  iCal  |  Google Calendar
7, Mar — 12, Jun
San Francisco US   19, Mar — 24, Mar
Anaheim US   23, Mar — 26, Mar
San Jose US   26, Mar — 30, Mar
Washington US   30, Mar — 2, Apr
Latest comments

Well, small/medium intuos pro is way cheaper that iPad Pro + pencil... just saying... And it works better with ZBrush...

by some guy
10 hours ago

It might ultimately be proof of concept now, but the point of showing a low-count bounce raytracing that still looks decent especially after denoising gives us a nice roadmap on the future. Maybe given time, we will move to this as the new standard or at least a probable alternate to baked lighting.

by Nathan Ayotte
10 hours ago

Fuck you I'm stuck in some bullshit game some dickhead thought would be exciting.

Complex Architecture with Substance Designer 6
21 February, 2017
As you might have noticed, Algorithmic has finally launched Substance Designer 6. It’s a powerful new release that has a lot of updates and cool features. During a period of time, some prominent game artists had a chance to check out this project and figure out the perfect way to use the new technology. Now they can finally share some of the things they’ve created with SD6.

In this post, we’ll show some of the astonishing work Mark Foreman has done with SD6. The biggest feature here is the introduction of architectural elements. With the clever manipulation of the graph, you can literally build very complex stones, bricks, and stained-glass windows.

A Substance for generating a Gothic Rose window bedecked with Roses. The graph could now quite feasibly be modified to generate variations of the architectural elements, then used to create a whole texture set.

I made a lot of use of the new Curves node which proved invaluable for creating the carved masonry. A lot of the shapes I made with the Curves node would have been practically impossible with simple gradient adjustments, or at the very least a lot slower to perfect. The text node made adding flavour with the inscription a breeze.

Apart from an imported bitmap for the Substance “S”, everything was created entirely inside Substance Designer 6.

Mark Foreman, CD PROJEKT RED

Easy. Well, not really.

Mark Foreman: These are the basic steps I took to shape the masonry elements of the rose window ring. Every other masonry shape used variations of these steps to create their specific shape.

Mark Foreman: Apart from the contours of the masonry I made use of the curve node to shape the petals of the roses. Which I then arranged using a couple of Splatter Circular nodes.

Mark Foreman: The curves also came in handy when shaping the leaves for my roses. I used the nodes to add volume to the leaves, such as a slight flick at the end.

You might say it’s insane. It is. It’s insane.


Leave a Reply

1 Comment on "Complex Architecture with Substance Designer 6"


Man, this would make a killer tutorial!