Substance 3D Painter
Substance 3D Painter is my main texturing tool, and it has been part of almost every asset pipeline I have worked in as an Asset Artist. I use it to build layered materials that can be adjusted without starting over, which matters when an art director's notes arrive late or when an asset has to exist in several variations. My texture work usually starts from references and from the object's story, meaning what it is made of, how it has been used and how close the camera will get. From there, I build base materials, wear, dirt and the small breaks in uniformity that make a surface believable. On vegetation, I combine it with SpeedTree and Photoshop, and on production pipelines that call for it, I work alongside Mari. Because I usually model, texture and look develop an asset myself, I can decide early whether a detail belongs in the geometry, the textures or the shader, and I test my textures in Arnold, V-Ray or Karma under lighting close to the shots. For me, texturing is the stage where an asset stops being a model and starts being an object with a past
Substance 3D Painter: 19 professional productions at 9 studios, including “Guardians of the Galaxy Vol. 3”, “Mayday”, “Silo - Season 2” and “Foundation - Season 3”
- Productions
- 19
- Studios
- 9
- Period
- 2020-2026
Productions
2026
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2020