Behind the Scenes

Behind the Scenes – The Substance Suite

Creating and developing games takes plenty of long hours, the ability to learn how to use many different tools and programmes and of course, A LOT of coffee to keep you going through those long days and of course nights. This week we thought we would take a look into the type of tools our team here at IndiEire Games uses to create our content and  to be able to show you what the creative minds behind the scenes are working on as we speak.  

SD (Substance Designer) is one of the key tools that our team uses for creating large-scale textures which can be added to an entire terrain or to larger assets, such as texture for a desert or texturing large blocks. Substance Designer is the ultimate 3D Material Authoring and Scan Processing Tool which has become the standard in the entertainment industry for PBR (Physically Based Rendering) for rendering graphics which more accurately models the flow of light in the real world and allowing you to create material with full control and infinite variations for the design of your content.

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SD textures can also be used in SP (Substance Painter) and added to smaller assets. We’re currently looking at using tools such as SD for the big stuff and SP for weapons, small assets, armour etc. Although bitty details such as these may seem minuscule, they often enough take up a large portion of time spent on tweaking the finer details, which when done really bring the atmosphere of the character and overall feel of the game to life.

The new anchor system in SP allows you to add ‘normal’ information to any textures which when applied adds really powerful and cool effects.

beforeafter

This new layer and mask and referencing system allows you to create anchor points that can be referenced by other layers, effects and generators which you can check out in this video which focuses on how to use anchor points with SP 2017.2.

 

All textures can be exported from SD and SP and be placed on UV unwrapped models in the Unity game-engine. You can expose parameters in SD and tweak those values in Unity. For example, if you create a sandy desert with stones littered around you can then alter the number, size, colour, dispersion and so much more of the stones directly in Unity – cool eh!?

We have full licences for SD, SP and B2M (Bitmap2Material) which is the ultimate PBR map generator. With B2M you can take photos of your own textures and convert them into ‘normal’ maps for Unity. This essential tool allows you to “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.”

These are just some of the tools our team works with that allows us to create things such as stunning environments with its ever growing physically based material library and produce high standard and strong quality content that will immerse the player fully into the world that has been brought to existence with great care and a lot of hard work.

Why not check out some of these awesome textures created by SD/SP users to give you an idea of how powerful it is by clicking here!

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