As an avid Quixel fan I was sceptical of substance designer. Not because of the results you get from the substance suite, but because of the ease of Quixel.
Now, after playing with painter I still prefer Quixel, however Designer is something totally different. Being competent with the UE4 material editor I picked designer up with no issues at all. A few nodes had different names so it’s an issue of finding the correct name for the nodes and boom….
These are the results of my first two days at using the Substance Designer.
So, it turns out our hard work paid off and we won best “Branded VR Experience” at the Raindance Film Festival. Time to celebrate.
Over the last few days, in between project, I have been playing around in Unreal Engine 4. Most of my work projects are in Unity and I feel as though its good to keep on top of it all! Over the years I have collated a library of assets and it is just amazing what you can achieve in a number of hours.
I started with this piece which was based on concept art from Gilles Ketting’s project Ashen Falls Project. http://www.gilles-ketting.com/ashen-falls/
The Second Piece was a Cave Scene. which took a few hours to complete.
As a keen kayaker i have been on a fair few adventures. These experiences led to a vision in my head where I wanted to give the impression of exploration and adventure. I think this was achieved, and am really pleased how it turned out. Unreal is in a league of its own when it comes to these quick dioramas (as long as you have a library of assets to work from. luckily I have a lot of assets that i have collated over the years).
We were asked by Brighton based company Nearlight, to create a variety of bespoke assets for the VR experience, Perfect VR, published by nDreams.
The project entailed creating a number of high end assets to work on a variety of platforms. These included, Oculus Rift, HTC Vive and was a launch title on Play Station VR.
Close Up Assets.
The assets which were close to the user in the experience had to be extremely highly detailed and as realistic as possible. As you can see from the selection below they all turned out to be amazing. They were created using a combination of 3ds Max, ZBrush and the Quixel Suite.
The assets used in the distance were created to have a strong silhouette rather than high detailed textures. They were still created using a combination of 3ds Max, ZBrush and the Quixel Suite, for consistency in the way they Look. Distance Assets included, Fences, Ships, Hang Gliders, Kites, Hot Air Balloons and more.
Below are some examples:
We were asked to create environment content for the Chainsmokers Paris VR experience.
This involved creating assets and shaders as well as providing technical solutions for 7 vastly different, interactive levels. These ranged from more traditional desert, forest and city levels to the more surreal dreamscape worlds.
The project was released on Play Station VR as a free experience for Sony Musics #LOSTINMUSIC campaign.
The Experience was premiered at SXSW festival in the USA in March 2017 and released on the US Play Station store on April 28th, 2017.
Having been inspired by Wiktor Öhman, I decided to take some time out to learn more about Megascans. Having used the Quixel Suite before in various projects I knew it was going to be amazing. Over the years I have created an extensive Library of Foliage and Rock assets. So that combined with assets from the Megascans library, and some items from one of the Unreal Demos I knew i was onto a winner. I regularly head out into the forest for hikes to escape the city, so I knew exactly what I wanted to achieve.
I have also been playing around with Megascans studio and when I get a spare bit of time during lunch breaks I have been creating some lovely tiling landscape materials.