During the past week, I worked my way through two learning tutorials that explored the contents and execution of Substance Designer. We were asked to go through these tutorials prior to future classes so that we could get started as quickly as possible into other techniques and follow classes without wasting time on explanations.
The videos were published by Javier Perez and are available to Art station Pro subscribers for free. The first video was a simple introduction to the UI aspects of Substance Designer, while the second course was an overview of several nodes that would be useful for creating interesting materials.
I watched through the tutorials and took some notes as I went, including ideas for materials. The first idea I wanted to explore was a grid material for the front of a speaker. I had run into the issue that making a detailed grid in Maya would use too many faces and would affect the render in the end. I had two choices; one was to use a grid PNG on a 2D plane to fake the grids appearance. Option two is to try creating a metal grid material to use on the 2D plane instead. The first approach works but at this level I felt that it would be unprofessional, so I decided to attempt making it use the tutorial as a guide.
To create the grid shape, I used the tile sampler node to create lots of white tiles and then inverted the masking so that the affected area of the material would make a grid shape. I connected this inverted map to the height and normal channels and increased the tessellation which gave the material some height. Already, I felt that the material was looking great but then I had to change the albedo and the roughness of the material.
The next video covered the flood fill node, which Javier used to make the surface of the material elevated and bumpy. but when I tried to apply it to my current material it came out like this. I considered trying to reapply it but felt that the because the speaker isn't a focal point in the scene that the extra detail on it would drag too much attention away from the main parts of the environment.
After deleting the Flood fill nodes, I applied a metal material so that I could get a good surface appearance as well as accurate surface detail. The metal material was too bright for my liking, so I used a curving node to lower the colour values of the material to act as the base colour.
When I had applied the material, it turned the entire cube in the preview to the metal material and the grid disappeared. So, I blended the mask of the Tile sampler with the roughness of the metal so that the roughness could be exposed across the material.
By the end I had this code setup and my material was looking great, the colour scheme matched my reference and the tessellation helped it appear bulkier rather than flat.
However, it was short lived. I changed the example model’s appearance to replicate the grid I was hoping to use for my model, but the tessellation stopped working and I couldn't fix it. I'm new to using Substance designer and I didn't know what issue to research to fix this. Instead of worrying too much about it I decided to practice more with a different material and fix this issue whenever I've grown more accustomed to substance Designer.
I wanted to make sure I understood the use of Substance Designer and the different aspects more, to avoid mistakes like my exploration of making the grid material. So, I worked alongside a couple of the videos to replicate a broken brick wall.
I tried to work alone for the most part, making my own design choices and get use to Designers shortcuts. I would only look to the video course for the names of nodes or connections.
This set of code combines the height influences of the brick alpha and the cells alpha and allows them to affect the materials normals together while also being able to change their offsets or layout individually. The random colour flood node acts like a clown ID for the cracks alpha which is what allows for its individual interaction.
I could then use the same Colour node from earlier to add Grunge to the material and increase the surface detailing. This helps make the surface more interesting and less flat and procedural, it helps break up uniformity.
To help increase the level of detail I added a dirt pass to add grit to the spaces between the bricks. It would make sense with its design; bricks don't float between each other. It's these types of small details that help build up the materials believability and makes them more realistic.
As my first ever material that I’ve made from scratch, I’m very proud of the outcome. I know that there are plenty of improvements to be made, personally, I would experiment with the roughness values and see if there’s a way to make the bricks uneven across the surface. To help drive the point of wear and tear across, to help fit the theme of "post-apocalyptic" too.
From this experience I’ve learned that I will use substance designer more, I really enjoyed making my own unique material and the online course did a great job explaining the ins and outs of the software. I'll be sure to look through other tutorials and lessons in the future for this and other new software’s.





























































