Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .
Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.
3d artist and Unity enthusiast Jeryce Dianingana talked about his experience using Substance Designer to build detailed procedural material for Unity 5 scenes.
I always wanted to try Substance Designer to make great tiled procedural textures. To see the performance and to figure out how the whole system works. After 7 hours of tutorials I was able to make this cobblestone 2k texture and to expose the parameters for changing the size of the stones or the amount of dirt.
I didn’t use the standard shader of Unity 5, which is great by the way. Instead I used UBER Shader ($50), a plugin that I found in the Unity Asset Store. With this shader I used the POM feature (Parralax occlusion Mapping) and the wetness, using the height map to create this wet effect.
For the vegetation I just used some sample stuff from Speedtree and added some wind. It looked nice.
The camera postFX are made with the plugin Scion Filmic Post Effect ($60), that you can also find on the store.
My tests were very efficient and I’m thinking about creating more scenes with Substance Designer. This is an easy and fun to use tool.