This is a collection of the tileable materials and trimsheets I created while working on Skystrider. It was an amazing process learning the ins and outs of two separate workflows and finding the most efficient for continued use in the project.
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The sandstone trimsheet followed the first workflow. Using Zbrush and Maya to model the bricks & trim sections respectively. Then it was baked down and textured in Substance Painter. I was more comfortable with this workflow but I quickly realized that it created a bottleneck in our production. While I wad unfamiliar with Substance Designer I knew procedural texturing would be our solution create a more efficient and interative workflow.
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Substance Designer allowed much more flexibility and freedom to explore and nail down our art style. Changes and iterations on the materials became fun exercises rather then daunting tasks and had the added benefit of being able to easily break up the trims to become their own tilable material if needed. The learning process wasn't exactly quick but it payed off in multiples as production ramped up.
All materials rendered in Substance Designer
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Find the full trailer for Skystrider here - https://www.youtube.com/watch?v=k13-HTIpRCY
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Credit
Kelly Alexander - Art Lead - Set Dressing
www.artstation.com/kellyalexander
Dan Chevere - Level Design
www.artstation.com/daniel_chevere
John Arters - Set Dressing
www.artstation.com/monkeytroyjr