![]() ![]() Sometimes, a simple primitive can do the trick, other times you might need to create more complex shapes. Depending on the environment, I’ll define the kind of meshes that I need to produce. When I start working on a material, I always have an environment in mind that I would like to create. You can play around with the Intensity of your Lights and the Rotation of your Sky to create subtle changes along the animation. At this point, you can move your Camera to its final position and create a panning motion or rotation. Then, I set the Length of my animation and activated the Auto Keyframe button. To be sure that all of the settings are keyframed, you will need to create a key for the translation axis as well as the rotation axis. To do so, I started by creating a keyframe for my Camera in the Timeline to preserve the original framing. The plan was to add motion without changing the mood of the setup. I started to create video presentations using existing scene setups that I made for my materials. However, I had to add a storytelling element to my material work. The sci-fi helmet was pretty easy, since the asset was already modeled and baked. The first thing I had to establish when creating my video was how I wanted to present my materials. Toolbag can sometimes highlight issues that I may have missed in Designer, and so I recommend double checking your textures in Toolbag and using it as your main rendering tool. This back and forth process between Designer and Toolbag helps me make corrections to my Height map. I usually create a simple setup with a material applied on a primitive shape, then plug in my Height and AO maps that were created in Substance Designer with a simple gray Albedo to preview my volumes and displacement. Besides using it to create final renders, I use the realistic lighting system to visualize my Height maps. It became an integral part of my pipeline since it helped me to stay efficient and sped up my process. I’ve been using Toolbag to present my 3D projects for several years now. I had a lot of fun playing with Toolbag 3, and this breakdown will go cover the main stages I went through along my creation process. For my presentation, I created a video using Marmoset Toolbag to showcase some of my personal work made with Substance Designer. I recently had the pleasure of being invited by Allegorithmic to give a talk during the Substance Days at GDC 2019. I started in the video games industry about 13 years ago and I’ve had the chance to work for many companies around the world, contributing to a bunch of AAA games such as Heavy Rain, Beyond: Two Souls, Horizon Zero Dawn, Ghost Recon Wildlands, and Assassin’s Creed Odyssey. Hi everyone, my name is Jonathan Benainous and I am a Senior Texture Artist currently working for WB Games Montreal.
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