Quick Substance Designer Tip

Tutorial / 08 January 2019

   Maybe you know this. Maybe at the time you read this it is already an obvious option on Substance Designer (as it should be). But worth sharing anyway since i did not find that tip around easily...

   There's no "load custom mesh" for 3D view, but if you just drag an OBJ into 3D view you can preview your substance on your model. :) I usually do that to tweak custom materials on custom models so you can test the uv, and how it will look, how it stretches, etc.
     To import the Object into your project so it will save along within the project file you should use this :


Substance Designer for Skin textures - Part #01

Work In Progress / 03 October 2018

       Hi there ! I am posting this as a Blog post, just because it's a pretty immature study, not a "art work". As soon i made something nice with it i will post as a portfolio Artwork with more details, etc...
       I am just moving on with my Substance Designer studies into something slightly different. Now i am checking if it's possible to use it (i mean...If i am capable of) to create skin textures.

     I am pretty sure that skin textures should receive a great and detailed manual paint work to get really results. Each skin seems unique and there's a huge selection of skin types around the world, and even over our body, each part of it has a different kind of skin, aged, and adapted over the years to our movements, environment, etc. Everything around and from outside and inside our body changes the way our skin looks. So i am just touching the doors of this universe.

    To start, i would just like to use Substance Tools to help me breaking down some more obvious and "shared" aspects of most skins... Like basic albedo colors, and base "leather look". And this is what about that first step here... I am already learning a lot, being forced to look at real images and break them down on my mind and then into Substance Nodes, turning it into a procedural piece that can be used just for study or as a generic startup point... I hope to improve it along time.  I will try to create a "PART #02" of this with more details about how to achieve those results in substance. (It's pretty straight forward )

CloseUp of the first result already in Maya using maps created on Substance. I tried to add some fur (peach) using Xgen, but i never have used it, so i failed miserably lol. ( I will learn it soon).

       The nice thing about doind the Albedo in a procedural way is that you can do a lot of layering for the colors and making it richer, and everything can be changed in a blink, like tiny little veins, pores, pinpoles, add or remove them, and create the variations needed to the different types of skins on our body... I still need to organize the Graph, and sorry for the bad quality on those pics, i got them with my cellphone before going to sleep. 

    Here's some references on the right and my first 3D renders, on the left. (Sorry i took that photo with my cellphone lol)




Romni Arcade at Toronto Maker Festival - July 2018

News / 08 July 2018

       This was the first time i have shown the Romni Arcade to the public. I got a small table at the Toronto Maker Festival (2018) in the SandBox Area, which is open to any maker that wants to share their projects to public.
       It was a VERY nice opportunity to know more people in the Maker area and exchange experiences, and see how the public react to my build. Everyone loves it. Unfortunately as an amateur expositor, i leave all 3 units on all the time, and after a lot of kids playing games all the batteries where drained. lol. I don't have easy acess to an outlet near my table so i had to shutdown my participation after the lunch time.
    But it was a GREAT experience anyway. I hope to participate more on this events to get in touch with more people and with the public. It's always a learning experience !

A maker (me) with its creation and his orange pants. lol