FMP – Creating My First Material in Substance Designer
After completing the archery dojo, I decided to move on to the next stage of the project. During my latest session with Eden, he pointed out that I was spending too much time creating individual assets. He suggested that I should focus on completing Zone A first and only move on to Zone B if time allowed. He also mentioned that most of my environment screenshots only showed the buildings, while many parts of the scene were still using plain white materials. His advice was to start replacing those temporary materials so the environment would begin to look more complete.
With this feedback in mind, I shifted my focus from modelling to material creation. The first material I wanted to make was a mud texture because it would be used throughout the environment on pathways, open ground and around the buildings.
Although I had been using Substance Painter for all of my texturing work so far, I had not used Substance Designer before. After doing some research, I found that Substance Designer is widely used for creating procedural materials and that the results work well inside Unreal Engine. Since this was my first time using the software, I spent some time learning the basics before starting the material.
I followed a tutorial by CG Wombat on YouTube, which explained the complete process of creating a procedural mud material in Substance Designer. It helped me understand how different nodes could be combined to build up the surface details and control different parts of the material.
Building the material took longer than I expected because I was still learning the workflow and understanding how the different nodes affected the final result. As I became more familiar with the software, it became easier to make adjustments and experiment with different values.
After completing the material, I exported the different texture maps that would later be used inside Unreal Engine. I was pleased with how the final outputs looked, especially considering this was my first procedural material created in Substance Designer.
After exporting the texture maps, I imported the material into Unreal Engine to see how it looked. I was happy with the overall result, so I decided to use it as the base mud material for the environment.
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