Substance Day at GDC 2019 was a blast! The conference room was constantly packed with Substance enthusiasts attending high-quality sessions with veterans from the industry. You can find them all here, for your own viewing pleasure:
Substance Day at GDC 2019 Keynote
Relive all the Substance Day at GDC 2019 Keynote announcements presented by:
- Sébastien Deguy, Vice President 3D and Immersive, Adobe
- Jérémie Noguer, Graphic Design & Accounts Manager
- Wes Mcdermott, Integrations product Manager
The Division 2: A World of Materials
This talk covers The Division 2’s material creation workflow and tools pipeline. The speakers will discuss the philosophy of creating a curated library of materials from scratch using Substance Designer. They will also shed some light on their proprietary Substance toolset, and how they designed a flexible engine integration for Substance files.
Marvel’s Spider-Man: A Deep Dive Into the Look Creation of Manhattan
For Marvel’s Spider-Man, the goal of creating a vast and lived-in Manhattan was daunting, considering it was five times the size of Insomniac’s previous open-world game, Sunset Overdrive. Focusing on the game’s artistic side, Matt McAuliffe, Brian Mullen and Ryan Benno will take deep dives into how each department handled the creation of materials, textures, models, set dressing and lighting across the entire city of Manhattan, and how all of these assets came together. They will focus on how they leveraged techniques and technologies such as Substance Designer, and how their in-house tools evolved throughout the project.
Creation of Hard Surface Materials in Substance Designer with Jonathan Benainous
During this talk, Jonathan presents two personal projects. Giving a detailed breakdown of these hard surface materials, he will assist the audience in studying the key steps involved in creating an intricate Baroque Ceiling and a Damaged Painted Wall in Substance Designer.
Top 8 Substance Painter Tips with Nikie Monteleone
Nikie shares her tips and tricks on Substance Painter going through 3 different personal projects: Greenie Genie, the well-known Chameleon that was Substance Painter’s splash screen for the 2018 spring release, and The Wizard’s Living Room. You’ll learn how to easily create repeating patterns, how to convert an old project to use SSS, which brushes Nikie prefers to use, recommendations on gathering the right references with Substance Source, and many other useful tips!
Texturing the World of Assassin’s Creed Odyssey
Vincent Dérozier and Pierre Fleau take you through the complete production of the materials of Assassin’s Creed Odyssey. From conception to pre-production and production, learn what defines the artistic direction of such textures, and how technical elements of the pipeline and workflow were built using the Substance suite.