In this tutorial we get to follow Eric Lautard, the talented Adobe Substance Source artist, as he walks us through the ins and outs of how to create an incredible steampunk sci-fi mothership.
Watch as he shares how to set up a ‘mesh adaptive’ material that adapts to the geometry of the ship and can be customized within Substance Painter using exposed parameters and utilizes cross Udim Paint functionality for impressive results. Other learnings covered include: working efficiently with subgraphs, exposing parameters, preparing Designer materials for Painter inputs, anisotropic workflow, and creating responsive materials.
Not only will you learn how to make great-looking sci-fi materials, but you’ll also get Adobe insider insights into how to create customizable materials with parameters that take advantage of both the procedural power of Substance Designer as well as the artistic aspects of Substance Painter. This tutorial is not only for the artistically-minded artist, but also for the technical artist, as it showcases a lot of high-level functionalities that can be achieved within Designer.
Eric Lautard (aka "Janine") is a VFX and material artist from France with nearly two decades in the CG industry, spanning 3D web real-time work and CG supervision on films such as Sherlock Gnomes and Santa & Cie, with client work for Peugeot, Cartier, Nissan, and Louis Vuitton. In 2018 he joined the Adobe/Allegorithmic Substance team, where he has produced many of the materials in the Substance Source library across Automotive, Skin, Creatures, Architecture, and Fashion. Since placing 3rd in Allegorithmic's 2016 contest with his very first material, he has never left Designer, and continues exploring new workflows with meticulous attention to detail. Follow him at artstation.com/eric-lautard.