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Using Substance 3D Designer to Create Stylized Grass

Park Jun shared with us how he created a stylized grass project using Substance 3D Designer, explaining how he painted the grass to achieve a watercolor-like feeling.

Introduction

My name is Park Jun, and I am a 3D Environment Artist living in Seoul, South Korea. I specialize in creating gaming environments with a casual yet stylish aesthetic. It hasn't been long since I started working with Substance 3D Designer.

The Stylized Grass Project

I was inspired to start this project after looking at various references. It was my first time creating stylized grass, so everything felt unfamiliar, and since I challenged myself to do it in Substance 3D Designer, I became very attached to the process. After many iterations, I was able to produce a satisfying result.

Masking Area

I began by dividing the surface into grass and path areas, and created a base mask using Shape and Directional Warp nodes. I used Tile Sampler to generate a more natural pattern, and applied colors using Gradient Map.

Paint Layer

I then created a paint mask and added a variety of colors to give the surface a watercolor-like feeling.

Grass

Using a custom grass mask, I created several types of grass blades. By varying the colors and density, I was able to build up a lush, layered look.

Flowers

I added simple stylized flowers with a variety of colors to add richness and visual interest. Then I re-applied the path mask on top so that flowers and grass wouldn't grow over the pathway.

Rocks

For the rocks, I manually carved and refined the shape several times until I got the look I wanted.

Shadows

Finally, I added shadows on the raised parts of the Normal Map to emphasize depth and volume.

Viewport Settings

In Substance 3D Designer, I set the Height Depth value to 18 to calibrate the Normal Map. I used the default "Airport" HDRI for lighting, added a touch of bloom for brightness, and used ACES tone mapping for consistency.

Marmoset

In Marmoset Toolbag, I used the same "Airport" HDRI from Substance 3D Designer. I applied a bit of bloom and sharpening, and again used ACES tone mapping to match the look.

Conclusion

Thank you for taking the time to read about my project! And thank you to Binho and Seowon for your helpful feedback, and to Yonggun, Taehwan, and Youngjun, for studying together. I'll continue to grow as a 3D Environment Artist and keep pushing my skills forward.

Park Jun, 3D Environment Artist

Interview conducted by Amber Rutherford

Join discussion

Comments 4

  • Anonymous user

    Happy dog~ Nice Work~

    1

    Anonymous user

    ·2 days ago·
  • Anonymous user

    its’s banging!

    0

    Anonymous user

    ·2 days ago·
  • Park Jun

    내 골반이 멈추지 않는 탓일까..?

    0

    Park Jun

    ·2 days ago·
  • Anonymous user

    amazing work!!

    0

    Anonymous user

    ·2 days ago·

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