Substance B2M
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Latest comments

Love your stuff! thanks for the info. You achieve surprising graphics using Unity which is great news.

is that images related to coc generals 2? zero hour ?

by Nils Arenz
18 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

Substance B2M
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Incredibly powerful algorithmic generator of full, seamlessly tiling materials from any bitmap. Right into your favorite DCC tool or game engine.

  • Generate all your needed outputs from a single image.

Substance B2M allows you to generate all those PBR outputs from a single input image: base color, normal, metallic, roughness, ambient occlusion

outputs

  • Generate the metallic map

Easily obtain a metallic map from the image using simple tools, or an input mask. This feature is essential when working in PBR.

b2m_screen

  • Full control over microsurface

Control and adjust the finest details of your material thanks to the comprehensive set of parameters exposed by B2M. This includes adjusting the generated roughness map, for PBR.

Seams

  • Remove seams

Substance B2M provides the ability to make any material tile. You do not need to care anymore about making your photography tile, B2M takes care of it for you. You can choose between 2 modes of tiling: offset or splat.

feature_shape_reco

  • Shape recognition

Substance B2M is the only map extractor which can keep the original shapes of your picture among all your maps.

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Leo Brynielsson did a fantastic breakdown of his amazing stylized 3d environment. Beautiful work with the lovely hand-made materials.

2 March, 2018

4527 views
Kyle Hall gave a detailed breakdown of his lovely environment, which features some very neat lights and beautiful colorful skyboxes.

18 September, 2017

4447 views
2 comments
Tapio Terävä did a short overview of his paper, detailing the 3d character production techniques.

4 August, 2017

5933 views
Rahim Rahimi did a very interesting breakdown of the amazing scene, which was created for the Ubisoft Toronto’s annual NXT showcase competition.

19 July, 2017

3651 views
1 comments
3d artist Karl Åbom talked about the way he produced an incredible 3d diorama with Marmoset Toolbag 3.

7 June, 2017

3299 views
Environment artist Luiza Tanaka showed how she sculpted and painted the radiation-infused plants and trees for her newest virtual space. This would make a greart VR-game.

15 May, 2017

6262 views
Level artist Alexandre Christmann showed the way he created the destroyed environment in UE4.

8 May, 2017

8136 views
2 comments
3d artist Patrick Yeung showed the way he approached his environment project, which features some cool material and lighting work.

5 May, 2017

6978 views
Swayam Shah talked about the way he experiments with Speedtree and works with modular architectural designs.

19 April, 2017

4423 views
Peter Schwaegerle from Gnomon School of Visual Effects talked about his most recent project called Well of Initiation.

9 January, 2017

3487 views
Brooke Olson talked about the modeling and texturing of her most recent navigable environment, inspired by Vikings.

2 January, 2017

5814 views
3d artist Connor Stanley talked about his recent environment, sharing his pipeline and some tips of the scene production.

23 November, 2016

3537 views
A great look at the production of complicated natural 3d environments with bright lighting.

1 November, 2016

9151 views
1 comments
3d artist Tav Shande talked about the ways new design techniques can help you build better and more realistic environments.

31 October, 2016

8336 views
3 comments
Katie Nelson from Blueprint Games did a super detailed talk about the way her company produces game content for the new horror game Relapse.

5 October, 2016

13761 views
3d artist Lewis Labram shared some tips on the creation of rich 3d environments with complex materials and beautiful ligthing.

15 September, 2016

15844 views
Jack McKelvie from Pixel Perfect Polygons discusses the production of his latest scene.

9 September, 2016

6615 views
Vladyslav Silchuk shows how Witcher 3 would look like in Unreal Engine 4.

5 September, 2016

12689 views
3d artist Álvaro Carreras talked about his experience building materials with Substance Designer.

19 August, 2016

10547 views
Joel Zakrisson gives a breakdown of his Mansion Hall and various ways he creates the mood in his scenes.

10 August, 2016

26647 views
8 comments
80.lv talked with James Candy about his approach to photogrammetry and quality materials production.

14 July, 2016

7605 views
Aiko Shinohara from Japan talked about her library environment and explained the way she did the materials and that glorious lighting.

28 June, 2016

16583 views
Nicolas Pirot gave a detailed talk about his Dynamic Decay project in UE4 and explained how he built this magical changing environment.

27 June, 2016

5276 views
A look into the production of great 3d dioramas with tons of details.

17 June, 2016

8641 views
2 comments

30 May, 2016

3089 views
Jakob Bergersen talked about the production of his amazing autumn landscape in Unreal Engine 4.

20 April, 2016

8838 views