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Marble Material - Substance Designer

This project set out ot investigate how Substance Designer can be used with custom assets created for video games. A statue bust was created in ZBrush, and then textured using Substance Designer. The materials created in Substance Designer can be manipulated on the fly inside of other software including Houdini and Unreal Engine (shown here). The final render was made in Houdini, and the asset was also imported into Unreal Engine for simple testing. A brief video discussing basic concepts of Substance Designer and use in other software.

Procedural marble Substance Material.

Procedural marble Substance Material.

Substance Designer node tree for the marble material.

Substance Designer node tree for the marble material.

The custom bump map (left) used on the the statue can be converted to a normal map in Substance Designer, and then be combined with the normal map of the marble material inside Substance Designer (right).

The custom bump map (left) used on the the statue can be converted to a normal map in Substance Designer, and then be combined with the normal map of the marble material inside Substance Designer (right).

Substance material being imported into Houdini for texturing.  The custom parameters on the right will make changes to the material in real-time directly from the substance material.

Substance material being imported into Houdini for texturing. The custom parameters on the right will make changes to the material in real-time directly from the substance material.

This shows the pattern of the marble cracks as the "Disorder" parameter is changed inside of Houdini.

This shows the pattern of the marble cracks as the "Disorder" parameter is changed inside of Houdini.

Original ZBrush sculpt.

Original ZBrush sculpt.