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Follow Scott DeWoody’s Masterclass on Substance in Architecture at Autodesk University 2016

Follow Scott DeWoody’s Masterclass on Substance in Architecture at Autodesk University 2016

Follow Scott DeWoody’s Masterclass on Substance in Architecture at Autodesk University 2016

Pierre Maheut on November 30 2016 | Substance Designer, Software, Tutorials, Events, Design, Architecture

Scott DeWoody, Firmwide Creative Media Manager for Gensler, recently presented a masterclass on Procedural PBR Material Creation Using Substance Designer for Visualization at AU 2016. As a great artist and Substance fan, Scott helps you learn to procedurally create any kind of physically based rendering (PBR) material with Substance Designer and apply these materials across various rendering engines.

Want to know more and download the assets used during the masterclass?
Check out the full description right here.

Introducing Substance Source – Architecture Selection

Introducing Substance Source – Architecture Selection

Introducing Substance Source – Architecture Selection

Pierre Maheut on November 15 2016 | News, Content, Design

Substance Source gets its first major update today with the Substance Source – Architecture Selection.

For architects and designers who are using materials to create 3D scenes, there’s usually a trade-off: high-quality visuals that take a lot of time, or lower-quality visuals that can be completed quickly.

The idea behind the Substance Architecture Selection is that architects and archviz pros shouldn’t have to choose between quality and efficiency. We’ve added 200 new assets to Substance Source, from fully procedural to scanned materials, including concrete, marble, glass, paint, leather, wood, metal, textiles and brick.

Discover Substance Source – Architecture Selection

All materials include the following features designed to save you time:

Multiple Resolution
All materials can be used at any resolution up to and including 4K.

Renderer and Engine Ready
Materials from the Substance Source – Architecture Selection can be used in any most renderers or engines.

Tweak Materials Directly in Your Renderer or Engine
Want to change something or adjust the look of a material? No need for a complicated workaround – just tweak the material directly in your renderer or engine. You can also use our Substance Player, available as a free download from the Allegorithmic website.

Pricing
The materials featured in the Substance Source – Architecture Selection are available through Substance Source. Access to Substance Source is included in the Substance Live monthly plans (Indie $19.90/month with 30 downloads/mo and Pro $99.90/month with 50 downloads/mo), or through a one-time full access purchase (Pros – $1,490 and Studios – $2,990) with 12 months of updates.

Additional information can be found by accessing the Pro and Studio tabs on the Download / Buy page.

Want to hear more about Substance Source for architecture and archviz? Here is Ronen Bekerman’s interview of Business Development Director Frederic Kohler and Product Manager Nicolas Wirrmann from during State Of the Art #AcademyDay7.

Interior Design: The Fingerprint of Ibrahim Saad

Interior Design: The Fingerprint of Ibrahim Saad

Interior Design: The Fingerprint of Ibrahim Saad

Pierre Bosset on March 17 2017 | Substance Painter, Stories, Architecture

Who are you?

Ibrahim Saad.

 

Where are you based?

Cairo, Egypt.

 

What do you do?

I’m a CGI artist, I work mainly in architectural visualization and sometimes in product visualization.

 

Where can we find you online?

https://www.behance.net/hima2

https://www.artstation.com/artist/hima3

Can you tell us more about yourself?

I’m a freshly graduated architect and a CGI artist from Cairo, Egypt. Before I knew anything about the CGI and 3D world, I used to make identity designs using Photoshop and Illustrator, and while working with Illustrator I started to see how powerful and easy it was to create a 3D element or an object with a 3D software! I then switched to 3D modeling and it all started from there.

Can you tell us more about the Black & White Apartment project?

I was looking for inspiration for a personal project and I saw the concept on Archdaily, I really like it because it was very simple and small. At the beginning I was aiming toward a clean render, but I then decided I want it to be a little bit dirty and that’s where Substance Painter came in handy.

The modeling was quite simple and easy and I also used a lot of pre-made models, but most of the time in this project I spent on textures and materials.

Can you describe your workflow on this project?

Most of the time I start any project with sketches but in Black & White Apartment everything was already there (Archdaily photos) so I went straight to the modeling. After I finished modeling everything I started the UV unwrapping process which is always tedious (but I kinda like it now :)).

After that, I move to ZBrush if I need to add more details to the model. Then comes the texturing and materials part. I prefer to do the materials/textures for every object separate and in different lighting conditions.

How did you discover Substance?

Throughout my work I was always in need of a 3D painting tool. I started to use Mari for a while but I figured out it is very complicated for my workflow and takes a lot of time too, so I tried Quixel and it was very simple but with very few tools so it was like the opposite of what I had in Mari. But after I heard about Substance Painter, I gave it a try and it was just in the middle of Mari and Quixel: very easy but yet powerful and a lot of tools so I think it was perfect for my workflow.

What tools and materials did you use in Substance Painter?

Substance has a lot of tools but most of the time I use brush painting and generators (which I really like). Also creating metal materials in it is so much fun. Metals are one of those materials where you can’t just crank the reflections and colors, and then you are off to go! You must work on the glossiness maps bump (which is always very small) and most importantly, edge wear and dirt. Then, generators will be your friend!

One of my favorite tools is the particles brush. You can’t imagine how cool and amazing this brush is 😀 Maybe it’s not very good as a final output since it uses a particle system but it gives you an almost-perfect correct result. For example, if you’re painting an object with burn marks, is burned, it can show you exactly where the fire and the flames would go! This is amazing because then you can paint over these areas with your own brushes.

Do you have some cool tips and tricks you want to share with the community?

Sometimes when we add tiny details in modeling or texturing (like scratches or fingerprints) we add a lot of them so that they will be very visible. Sometimes this is realistic and great, but sometimes it’s not. Maybe we can fool our eyes, but not our brains. The brain instinctively knows exactly how much detail is involved and can tell you yes, this is fine or not (sometimes one scratch over an object is much better than an object covered with scratches, and in some cases just the opposite).

Adding very subtle details can make your model or material very different, so don’t be afraid of adding an extra layer of detail with 20% opacity or even a 4%. It will make a difference because in the end, we are just filling a bunch of pixels. So don’t leave it as a solid color!

What new feature would you like to see in Substance?

Maybe integration with 3Dconnexion’s SpaceMouse, that would really help and make the painting faster!

Now that Substance Source exists with the architecture selection, would you use it for archviz projects?

Yes, of course! But not in every project because the pace of the archviz industry is very fast. Sometimes you don’t have time at all, and the senior/client won’t wait until you texture your models – maybe all they want is just the standard materials and textures.

We noticed you are also interested in automotive rendering. Did you use Substance in one of these projects?

I haven’t used it in automotive yet before but sure I’d love to try it out!

What are your future projects?

My next project is an exterior project for a small house surrounded by a green area and a small pool – it’s very simple, actually! And I’m also working on another interior project but it’s a bit classic.

What do you do besides 3D archviz?

I used to do automotive and also product visualization which I like very much! I’m very interested in studio lighting, but in the meanwhile I’m focused on archviz, plus 2D architectural presentations.

Is there a 3D artist that inspires you a lot?

Many, actually! Jesus Selvera, Grant Warwick, Joel Langeveld, Tamás Medve and many more!

Can you add a picture of your workspace?

Physically Based Materials Workflow for ArchViz

Physically Based Materials Workflow for ArchViz

Physically Based Materials Workflow for ArchViz

Pierre Maheut on April 5 2017 | Tutorials, Architecture

In this NVIDIA webinar, Andrew Rink, Marketing Strategy for AEC & Manufacturing at NVIDIA and Scott DeWoody, Firmwide Creative Media Manager at Gensler, give us a presentation on how to create MDL materials and how to use Substance Designer 6’s new scan processing features before rendering them in Iray.

Transform Your Workflow with Physically Based Materials