TEXTURING WORK

Here’s a collection of texturing work I’ve been doing for the past years, mostly in Substance Designer.

 

THE IDEA

 

In 2018, I discovered Substance Painter which seemed revolutionary at that time. The ability to paint directly on your mesh and use generators to create storytelling through texturing was really interesting. Texturing allowed me to focus my artistic growth on a narrow field and helped me not be overwhelmed by the amount of softwares, techniques and art theory I had to tackle.

Several months later, I dove into Substance Designer and became obsessed with the procedural approach. I started creating tools more than specific textures and got pretty good at it. Some of my work is available for free here.

MEET MAT 2 CONTEST

In 2020, the Substance team launched the second Meet Mat contest. The goal of this challenge was to create your own character only through texturing. Everyone had the same base mesh and could use all the tools of the Substance Suite to express their creativity. As a big fan of the Halo franchise, I decided to give it a go and made a mini Master Chief. I extensively used Substance Designer for custom displacement brushes to stamp on the model in Substance Painter. More in-depth renders here.

ALIEN SET

Not so long after my graduation, I created a set of procedural textures made in Substance Designer that I could use on a game I was working on. The idea was to cover as many scenarios in a short amount of time. The game took place in another planet so I had to figure out a way to make my textures extraterrestrial.

PLANTS

Substance Designer was also an opportunity for me to get my hands on vegetation workflows. I managed to create several leaves generators to use in game engines such as Unreal.

 

PROCEDURALISM

 

Proceduralism is a non-destructive way of working that saves you a lot of time. It allows quick iteration and reusability of everything you do.

NODAL WORKFLOW

In Substance Designer, everything is made out of nodes. This way of working lets you keep control over your work and allows you flexibility at any stage. All the parameters of your graph are always editable and can completely change the final result.

CUSTOMIZATION

This workflow makes it possible to expose parameters for later use. This implies that you don’t create singular textures anymore but tools that generate an infinite amount of those.

 

STEP BY STEP

 
 
 
 
 

 

INFOS

 

CREDITS

DESIGN: Arthur Tasquin

MUSIC: Philippe Tasquin

YEAR

2022