Its been a while and after a lot of experimentation, mistakes, headaches and hair pulling we have finally taken the plunge to integrate the entire Allegorthemic Substance suite of apps into our texturing pipeline.
With the uptake of PBR (physically based rendering) there is now a need to not only support but also understand these new workflows. The ability to generate realistic texture sets for models and then adjust, tweak, change easily over large model sets opens up a multitude of options for both customers and creators, meaning we can react more dynamically to customer feedback with regards to the look and feel of any models.
Gone are the days of artist bemoaning customer changes when asked to add more weathering or indeed the removal of it from entire sets of models.
Another benefit of using Substance materials is they can be directly integrated into many of the engines or DDC packages more of which can be read about on the Allegorithmic web site.
see here: https://www.allegorithmic.com/
Substance Designer 5 video: https://youtu.be/OcYAHrGhWB8
Keep and eye out for more examples coming soon.
With the uptake of PBR (physically based rendering) there is now a need to not only support but also understand these new workflows. The ability to generate realistic texture sets for models and then adjust, tweak, change easily over large model sets opens up a multitude of options for both customers and creators, meaning we can react more dynamically to customer feedback with regards to the look and feel of any models.
Gone are the days of artist bemoaning customer changes when asked to add more weathering or indeed the removal of it from entire sets of models.
Another benefit of using Substance materials is they can be directly integrated into many of the engines or DDC packages more of which can be read about on the Allegorithmic web site.
see here: https://www.allegorithmic.com/
Substance Designer 5 video: https://youtu.be/OcYAHrGhWB8
Keep and eye out for more examples coming soon.