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.
About the Instructor
Alex Beddows is a Senior Environment Artist at Respawn Entertainment, currenly working on Star Wars Jedi: Survivor. He has nearly ten years of experience in varying sectors of the game industry, from mobile to AAA. He has previously led teams as both Lead and Principle Environment Artist at outsource studios working on titles such as Returnal and Scavengers before moving in-house at Counterplay games to release Godfall on PS5, as well as working with the Microsoft Games studio - The Initiative.
- 2 hours of training
- Substance Designer graph
- 1080 Resolution
- Graph Intro
- Gravel Base
Familiar with the software used
Personal, Small Business, and Studio/Educational Licenses are available. Personal licenses do NOT apply to companies or organizations. Sharing, streaming, and redistribution to third-party is strictly prohibited.
*Digital products are non-refundable