Substance Painter - part 2

The game industry moves fast, the technology in modern games requires artists and studios to stay constantly updated. These days, many development house and AAA game studios use Substance Painter by Allegorithmic, making it the industry standard for Physically Based Rendering material authoring.

At its core, Substance Painter is a procedural texture / material painting tool designed specifically for the modern PBR workflow. Surfaces in Substance are generated through algorithms, creating a realistic representation of natural elements such as wood, metal, stone, and others. On top of that, artist can also add non-destructive wear and tear to surfaces with relative ease.

Previously, we did a blog post and showed a prop we did using Substance Painter. Since then, we worked on many more projects using this tool, making it an integral part of our everyday workflow.

If you are interested in learning more about Substance Painter, there are no shortage of resources and tutorials online you can access. The learning curve of this tool is not too bad if you have prior 3D texturing experience.

One thing we really like about the Substance method is that, you can dial to the presets of what the target platform you are working on, and it will export the correct maps for you. It even helps you pack the channels for game engine such as Unreal. There are also settings for online 3D viewers such as Sketchfab which you can see in the viewport below:

Canon Prop - PS4 | XB1 Kung Fung Panda

Environment pieces are fabricated in modular fashion, then assembled in the game engine.

Besides Props and Environment, we also collaborated on many of the characters in the game-

Screengrab of Mei Mei in Substance

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