Alex Beddows gives you insight into how Substance Designer is actually used in AAA games production. He walks you through how to think about the creation of high quality assets under tight deadlines.
In this tutorial, Alex Beddows shares how to leverage other assets/resources to speed up your workflow without sacrificing quality. This tutorial is not a traditional step-by-step build along. Instead, you will have Alex's graph to follow as he explains considerations and his workflow when creating his Nevada desert gravel material using both scan data and procedural techniques within Substance Designer.
Alex will be sharing high level principles on decisions he's making throughout the process, as well as where he chooses spend the time to get most bang for the buck. Alex will explain how to make this type of scan hybrid material procedural in order to iterate quickly and refine it without ending up with a large graph.
This tutorial is for the artist that this already familiar with Substance Designer and wants investigate ways to speed up their workflow for production.
Alex Beddows is an Expert Environment Artist at That's No Moon with over a decade of experience across the game industry, from mobile to AAA. He has led teams as Lead and Principal Environment Artist at outsource studios on titles such as Returnal and Scavengers, released Godfall on PS5 in-house at Counterplay Games, and worked on Star Wars Jedi: Survivor at Respawn Entertainment. Alex is also known in the community as a former host of the ArtStation Podcast.