

Once you fall down the Substance Designer rabbit hole, you begin to understand just how much it can actually do and you realize you just want to go deeper and deeper. What I didn’t realize is that I would end up learning a lot from the people that watched my videos through their comments and that it would become a prime motivator for me to get better in order to answer any questions they had. Since there were very few resources at the time, I decided it would be a good exercise for me to start recording myself as I was learning and put it out on my own YouTube channel so others could learn with me. There just wasn’t anyone teaching it, and at times it felt like you needed a Computer Science degree to operate it since it is a very programmatic way of texture creation. The only resource available at the time was a few official tutorials on the Substance YouTube channel.
#Marmoset toolbag materials software#
Unfortunately, I wasn’t being taught the software in school, so I had to find alternative means of educating myself. The fact that I could almost skip baking 3D models entirely and just create textures procedurally was the final incentive for me to jump into this application with both feet. At the time, Substance Painter was only becoming popular outside of the large studios, so Substance Designer was pretty much unheard of from what I could see.

This expanded my horizons to what could be done with textures alone, and that I could actually create my own textures from baking 3D models, instead of relying on whatever was online.įast forward a couple of years to when I was in university and had access to a computer that was powerful enough to run Substance Designer.

At some point, I discovered a YouTuber named stym that blew me out of the water, particularly their mini-series on creating a Modular Dungeon (sadly we still haven’t gotten a part 3).

I consumed hours upon hours of YouTube tutorials, really anything I could get my hands on that was remotely close to game art. This ended up being my first experience with procedural node-based systems, at which I was ultimately hooked. Unfortunately, that meant a lot of my early models went un-textured.ĭue to my aversion to texturing, I ended up using Blender’s shader editor to procedurally create materials from tiling images I would find online. The idea of materials and the texturing process for models was actually something I originally dreaded having to do when I first became interested in game art and would avoid it where I could. I’ve also been able to create a couple tutorials for Adobe Substance 3D. I have created several of these courses with FlippedNormals, as well as moonlighting as a creator and host for the “Let’s Build It In Blender” show over on the CGCookie YouTube channel. Currently I am working in AAA as a Foliage and Material Artist.īeyond working in games, I have also had the opportunity of developing courses and education for people looking to get into the industry. During my time with PixelNAUTS I was able to work on a couple projects, being LOST ORBIT: Terminal Velocity and their upcoming title, Rocket Rumble. What you might not know about me is that I have been working in the games industry since 2017, initially as a 3D Generalist at a small Canadian studio called PixelNAUTS.Īt the time, I was also attending Brock University and Niagara College for a joint program in Game Development. You might recognize me from my YouTube channel, Get Learnt, where I create tutorials primarily for Substance Designer.
