About    |    Illustration    |    Animation    |    3D Work    |    Game Projects    |    Project Archive







[CGMA] Substance Basics




(2023) Texturized 3D Windmill & Bakery model
Apps: Substance 3D Designer, Substance 3D Painter
I learnt a lot from CGMA's substance course, and within those four weeks, I've practiced utilizing Substance Designer and Painter to create materials for a windmill and bakery asset.

For my first time using any Substance apps, this was an enjoyable project to work on. The whole material creation process was meticulous, and using nodes was new to me. It was a great challenge to experiment with the different nodes, training myself to think more critically when trying to recreate the style I had in mind. I also found it fun to illustrate the atmosphere of a model using certain design choices when texturing and customizing in Painter.

Click here or copy the link to see this project on Artstation:
http://www.artstation.com/artwork/DvWDr9





WEEK 01 : Material Creation pt.1


  • Stylized wood
  • Stylized damaged plaster
  • Stylized cloth


In the first week, I learned the basics of using Substance 3D Designer, understanding how to generate height maps, normals, roughness and colour texture using nodes.





WEEK 02 : Material Creation pt.2


  • Stylized stones
  • Stylized grass
  • Stylized bricks


In week 2, I explored the ‘Tile Sampler’ node to create repetitive-patterned materials. With this node, I experimented with random tiling, using shape nodes to create shapes and controlling the amount of variations with randomness.





WEEK 03 : Windmill with Substance Painter


  • Baking maps
  • Learning Masks & Generators
  • Assigning & custmonizing materials
  • Curvature & Ambient Occlusion
  • Hand paint details


For week 3, I started learning the basics of Substance 3D Painter, using the materials I made with Substance 3D Designer in Week 1 + 2 to stylize a windmill model.







WEEK 04 : Polishing & Presentation


  • Smart Materials
  • Utilizing Anchors
  • Creating Instances
  • Use of Particle Brushes & Maps
  • Presentation (camera, background, shader effects for viewport)
  • Export: Painter to Unreal Engine


In the final week, I learnt a lot about using various methods to help with the detailing process, as well as how I should base my design choices on what kind of story I’m trying to illustrate.

I wanted to continue with the creepy, run-down vibe of the windmill model, so adding more wear and tear would make it look more haunting. I used particle brushes to create the water stains, burn marks and vines. I added more dirt marks and applied them to specific parts of the model by creating an Instance Layer, an excellent and simple method to add more texture.



[The windmill & bakery model is made by Martin Teichmann, CGMA Substance Basic Instructor.]