Creation of Hard Surface Materials in Substance Designer with Jonathan Benainous | Substance 3D

  Рет қаралды 21,100

Adobe Substance 3D

Adobe Substance 3D

5 жыл бұрын

During this talk, Jonathan will present two personal projects. Giving a detailed breakdown of these hard surface materials, he will assist the audience in studying the key steps involved in creating an intricate Baroque Ceiling and a Damaged Painted Wall in Substance Designer.
Jonathan Benainous started in the video game industry 13 years ago. He has worked for many companies around the world, and has contributed to major AAA Games such as Heavy Rain, Horizon Zero Dawn, Ghost Recon Wildlands and Assassin's Creed Odyssey. Today he is Senior Texture Artist for WB Games Montreal.
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Creation of Hard Surface Materials in Substance Designer with Jonathan Benainous | Substance 3D
• Creation of Hard Surfa...

Пікірлер: 22
@FlorzinhaDraw
@FlorzinhaDraw 5 жыл бұрын
this guy is the real Substance Master!!!
@JBenainous
@JBenainous 5 жыл бұрын
Thank you very much!
@42earthling
@42earthling 2 жыл бұрын
@@JBenainous I was going to write a similar comment like NekoHunterEX. your work is awesomely beautiful and detailed. :)
@RonanMahonArt
@RonanMahonArt 5 жыл бұрын
Awesome work, really inspiring to see Jonathan's workflow
@JBenainous
@JBenainous 5 жыл бұрын
Thanks a lot Ronan!
@yankee1972
@yankee1972 3 жыл бұрын
Impressionnant ! Bravo
@coffeediction
@coffeediction 4 жыл бұрын
God damn im sitting here and wondering if people who are watching must have their mouthes open haha, I started SD a few days ago, made a really nice plate and crystalfoor, and was happy and proud of my "work", until ive seen this.. keep up!
@TheGombino
@TheGombino 5 жыл бұрын
Super présentation! Super intéressant! :)
@JBenainous
@JBenainous 5 жыл бұрын
Merci beaucoup!
@twitchy_pixel
@twitchy_pixel 2 жыл бұрын
As someone who's just picked up Substance, I'm torn between "wow this is fascinating" and "fecking hell I should give up now"
@jondo22
@jondo22 5 жыл бұрын
Awesome work and great presentation buddy ;)
@JBenainous
@JBenainous 5 жыл бұрын
Thank you so much buddy! Glad you liked the talk :)
@bigmistqke
@bigmistqke 5 жыл бұрын
Insane work waw
@JBenainous
@JBenainous 5 жыл бұрын
Thank you Vincent!
@danecustance2734
@danecustance2734 5 жыл бұрын
Thanks great presentation. I'm curious how these materials would be used in game engines, I'm admitedly a noob and from what i remember reading in the past displacement isn't used that much in engines, that might have changed, are these types of materials practical for real time usage in today's production environments?
@JBenainous
@JBenainous 5 жыл бұрын
Hi Dane, glad you liked the talk! To answer your question, yes the most of the time we don't have real time displacement in game but we use the height information to blend materials together with cohesive depth based on world units. The height information can also be used to generate real time parallax effects, etc...
@thomaseichler2368
@thomaseichler2368 5 жыл бұрын
How does he achieve the falloff effect on this cherub face after blending all discs of the face together at 19:27? Beside that this talk is fantastic. Edit: he said it some seconds later > Non Uniform Blur Grayscale (19:47)
@JBenainous
@JBenainous 5 жыл бұрын
Thanks a lot Thomas!
@EgenMugen
@EgenMugen 5 жыл бұрын
I'm torn between "wow" and "why". Kudos to the last question. It should've been included into the presentation itself. Otherwise, people might get the wrong idea. Creating the face and the jug inside Designer is generally a bad idea. You get a lot of hassle for close to zero benefits. It's hard and unintuitive to make, hard to tweak afterwards, makes your graph bigger and all-in-all takes a lot of time. As a challenge to get to know your tools better - great; as a part of a real workflow - damaging. Also, the tile-ability of the materials shown is rather questionable, as they both contain very noticable details. Hence, pointing out the usages of such textures would also make a nice addition to the presentation. And last, but not least - showing off non-destructive workflow perks and changing the material on the fly, could also add some flavor to the visuals. Minus that, it's a great overlook on the results you can get from Designer.
@Nohiro.3D
@Nohiro.3D 5 жыл бұрын
I agree for the face.... But can be cool for things like leaves etc you generate a bunch and you splater them. , repetetive patterns are cool done like that... But it's 50/50 tbh.
@harrysanders818
@harrysanders818 3 жыл бұрын
Interesting points, they are also constantly roaming my thoughts when learning substance designer for actual game production. @Nohiro, I guess yeah, 50/50, well put
@Youkai_graphics
@Youkai_graphics 4 жыл бұрын
that face is too creepy.....
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