Beta testing photogrammetry feature in Substance Sampler

General / 08 January 2023

During 2022. I had the opportunity to beta test the upcoming photogrammetry feature in Substance 3D Sampler.  I don't usually use photogrammetry that much in my artwork, I do have some minimal experience with RealityCapture, but this was a fun and insightful experience. 

If I could summarize and compare, I would say that RC probably has a better quality reconstruction but Sampler really shines with the ease of use. Especially cool thing is that once you have reconstructed your mesh and texture, you have the power of the Substance ecosystem at your disposal to immediately tweak the results. 

Below are some artifacts from my experiments.

Tree bark - around 120 frames from a video. High frequency details extracted from the color map.


Rock - around 60 photos. High frequency details extracted from the color map. 


Ceramic birds sculpture - open sourced photo data. Parts of texture were redone in Substance Painter (glaze cracks, tape, dirt...)


Torso sculpture - around 40 photos.


Square with a monument - open source photo data.



Angel sculpture - open source photo data. Texture redone in Substance Painter.


Processes

Photos or frames from video -> point cloud -> reconstructed mesh -> render


Various tests



Behance Live Stream --- Medium + Substance Painter

General / 18 February 2021

I had a wonderful opportunity to host a live stream on Behance, demonstrating my workflow for VR sculpting and texturing. The result is the charming scene you see here - inspired by an illustration from Matt Dixon.



You can re-watch the stream here:

https://www.behance.net/videos/d1d1ffe4-3019-4405-a08f-d5423d9cb750/Small-robot-big-heart?tracking_source=to_replay&from_row=Graphic_Design


View Conference 2020 - watch for FREE!

General / 19 October 2020

One of the nice things that happened this year is my involvement with the View Conference.

I was granted this wonderful opportunity to be part of the international advisor board, alongside people who have achieved way more then me :) Nevertheless, I believe I've added some value and managed to bring couple of really nice speakers.

On top of that, the entire conference will be streamed for FREE - which is incredible! It gives everyone a chance to hear about wonderful experiences, delivered to you by people from Pixar, ILM, DNEG, Naughty Dog, Guerrilla Games, Sony ... the list goes on. 


That means that my workshop will be free as well! So tune in ;)

Last year we were making this, live, using Substance Designer:


This year, I'll try to take it up a notch and make an entire scene with a big focus on surfacing:


I would love if you could join me this Wednesday. See you there!

Age of Substance

General / 08 October 2020

Wow, it has been 2+ years since my Material Marathon project. I talked a lot about the project itself but I wanted to share a short retrospective of things that surrounded it. 

My initial desire was to learn and grow as an artist, period. I had no idea how much wonderful experiences, acquaintances,  pride and exposure it would eventually bring me....and still does.

So many things happened in the last two years, to name a few:


Wherever I went I was welcomed with wonderful people and incredible hospitality, which I can only hope to have a chance to give back one day.


I've tried to give back at least something - like the entire Material Marathon library for free - which was downloaded from Gumroad more then 40.000 times - crazy! I even tried to expand that sharing initiative with #WednesdayShareday but I wasn't quite consistent with it. Recently I realized that the idea is not quite scalable so some changes are in order.

I was thinking how I could add value to others and had this idea that it might be cool if I share my time with you. Hopefully I will pilot this concept soon - taking requests and helping others with their art problems for an hour, every week, recording and sharing the entire process.

I'm still ironing out all the logistics of it but PLEASE, if you have any feedback on this idea - share it with me.


More details soon! ;)

Material Marathon - The Conclusion

General / 05 October 2020

This is my interview for the Substance Magazine.



Hi Nikola, thanks for this interview! Could you introduce yourself to the community?

Hello! Well, you know my name, but what you may not know is that my art education actually started on an engineering university. I’ve transferred to interactive media before I finished it but that admiration towards technology always stayed with me. Even today, after 10+ years of very wide experience, I will gladly blur the border between an artist and tech-artist. Actually, in my vision of the future those are one and the same.

In the meantime, back on planet Earth - by day I am a lead game artist at Belgrade based mobile gaming studio called Nordeus and a procedural tinkerer by night. So far those two split personalities are collaborating very nicely because they learn and cross-pollinate each other a lot. Kind of a win-win situation... OK, not entirely, because I do lose some sleep :)

All of that puts me in the “3D generalist” basket, which for some reason can be thought of as inferior - to which I professionally disagree :) I even went as far as adapting the well known phrase - Jack of all trades, master of some! Not very humble of me though, but here we are.


You just finished your 100th material of the day with Substance Alchemist. How do you feel?

It’s a very strange feeling - similar to the aftertaste you have after watching the last episode of your favorite TV show. You invested a lot of time, developed relationships and then catharsis hits when you reach the end. There is this huge sense of accomplishment and growth mixed with urge to redo a lot of stuff, and then topped with an idea not to do another material anytime soon. Of course, that last one is not gonna happen.

Long story short - happy, proud and looking how to keep the momentum.


You might seem crazy to some of us. Can you explain why you decided to make one material per day for 100 days in a row?

Trust me, at moments I seemed crazy to myself! To be fair, there is some logical reasoning behind all that madness. I was one of the very lucky few to get my hands on Substance Alchemist early on. It was a blessing and a curse - sure, you get to play with super cool toys before everybody else but I tend to build pressure on myself to be a useful beta-tester. In order to match my own expectations I needed some sort of a goal - because just opening the tool and clicking around usually is not very beneficial. First couple of materials were just me getting to know the tool and I label them #MaterialOfTheDay only because it was very fast to make them (within a day), I didn’t have the marathon in mind at all. 

Sometime around material #5, somebody from Allegorithmic actually joke-dared me to make bunch of them. We laughed at first, but after thinking about it - it actually made sense. It ticked all the right boxes for me. I would be stress-testing the tool with potentially increasing complexity and it will give me a long term self-improvement goal - I’m big on those! Shortly after, Baptiste Mnt came up with #MaterialMarathon and the stage was set.


After this experience, what can you say about Substance Alchemist?

Well, I can honestly say it’s a very unique tool with game-changing potential. Personally, I think it fits the Substance ecosystem very well. Sure, it has some overlap with both Painter and Designer but it actually complements them. One big part is definitely the library management, but for me, material blending is the selling point - it’s just so easy! Btw, blending feels like an understatement here - you can mix, extract, augment, tile, recolor, generate, weather, splatter, dirty it up or snow it down - to name a few. With the toolset growing every release nothing is stopping you take 100 materials from Substance Source and make whatever you need. But wait, there is more! Since this is substance - everything is procedural and extendable.

What hits you immediately is how fast you can go from a photo to a pretty decent material. Basically, you can get production materials with sketching speeds. 

That being said, it is a young piece of software and there is definitely room for improvement on all fronts. Luckily, I have some insight into what is being worked on so I am completely not worried.


Substance Alchemist is still in beta development, but what are the main features you used during material creation?

That has to be the Creation tab - the part where you blend materials and work with filters. I’ve spend 98% of the time there. It just draws you in with it’s sandbox appeal and it’s very hard to leave. Since it is so easy to try things out you always want to do just one more step. 

During the marathon, many people asked me if I think Substance Alchemist will replace Substance Designer - absolutely not! You still need a tool to make your base materials, for that part of the pipeline Designer is here to stay. On the other hand, once Substance Alchemist is mature enough, I don’t see a reason to use Designer to actually combine materials. Maybe if you need some very specific precision. 

Ultimately - you have Substance Source as an excellent grocery store for your base materials, then Substance Designer as a garden to grow your own and Substance Alchemist to take all those ingredients and cook whatever you want. Since I’ve entangled myself into this cooking analogy - Substance Painter is then the restaurant where you serve it all? I don’t know, you tell me! :)


Tell us more about your creative process. How did you manage to find inspiration every day for new material? 

Like every creative process - it was very random, or should I say procedural, wink wink.

Biggest milestone in every material were the first couple of layers or steps. That is where I define the major shapes and what that material would actually be. I did pinpoint couple of approaches that I usually converged to, in one way or another:

  • Taking a photo or finding something interesting online, then extracting map data.

  • Mixing Substance materials in expected and unexpected ways until some lucky accident happens and sparks an idea. Here I mostly relied on Substance Source materials but I did also use my own Substance materials or from other artists. Basically, whatever I could get my hands on.

  • Choosing some reference from the internet and try to recreate it.

Inspiration did come and go but I mitigated it by working in batches whenever I could. I didn’t specifically make a single material per day but rather made 4-5-6 of them at once, while I had them in me, and then just slowly released them into the wild. 

Maybe the hardest thing was not to make any more stone/rock materials - those are unfair easy.


Could you dive deeper into a few materials and explain your process on them? 

Absolutely, it will be my pleasure. Let’s go through four of them together because I feel like each of them have a somewhat unique approach.


Broken Dirty Tiles - using Alchemist to improve your own Substances

I’ve started off with my own Broken Tiles substance, completely made in Designer with exposed parameter to control the amount of broken tiles.

Then I used the “Pattern generator” filter, three times, to add color variation to the tiles.

Next step was to blend in the original Broken Tiles substance, but now with the broken parameter activated:

They were nicely broken but way too clean at this point. Three filters helped me - I’ve added Dust, Moss and Dirt, respectively - breaking up the roughness and adding slight color variation.

I was still missing some tertiary details so I’ve mixed a bricks substance to fill in the space where there were no tiles and added some bright and dark concrete to accentuate the edges and cavities.

In the end, all that was left to do, was to re-balance the height and add some more dust to blend in all the details a bit better.

Breakdown gif:


Burned Tree Stumps - from a photo to a material

This material started from a photo I took on vacation and used Substance Alchemist Bitmap2Material filter to extract map data, then the Adjustment filter to re-adjust the height for large shapes.

Since I was aiming for a charred look, first I blended some dark Pounded Asphalt over the edges and in AO.

That helped with the surrounding areas but the actual stumps were still too clean. First I added dirt and the used the Stone Splatter filter - made the stones very flat, dark and rough so they look like charred wood.

To introduce some more color I made a Bitmap2Material from a burning charcoal I found online and blended it in.

Final touches were a bit more dust and an Adjustment layer to increase contrast, saturation and height.

Breakdown gif:


Monster Sashimi - mixing stuff from Source

During the marathon, I wanted to make some skin-type material. Since I didn’t have any of my own, I decided to try and mix something from the ones I could find on Substance Source.

This ostrich leather seamed like a good place to start but I mixed in some black and red leather to change colors and get some diagonal folds.

It was looking too much like leather so I added some skin-like details using frog and zombie skin substances. Mostly in the cavities.

At this point I was still missing some animal elements. That was fixed by blending in some zebra patterns and more zombie skin to add more skin color.

Final step was one of those happy accidents. I was trying to blend in various materials - searching for inspiration as I was not feeling the material being complete yet. While experimenting I blended in the cavity parts of a rope substance which looked like slashes in the flesh. I really like that so I adjusted the color, roughness, saturation, contrast and called this one done.

Breakdown gif:




Ammonite fossil - building individual elements first

This material had a different approach as I completely knew what I wanted from the start. 

First I’ve built individual elements from online photos.

Each photo was cleaned up and made into a separate Bitmap2Material, each with its own tweaks to map channels (opacity, normal, height, ao, roughness).

Now that I had the major building blocks, it was time to make the base layer. Which I did - from flint, gravel and color adjustments.

Then I blended in a material I made from all of the fossils together, in smaller scale, and coated it in thick layer of dust.

After that, each of those three fossils was splattered individually to build up the major shapes.

All that was left to do is add another, but subtler, layer of dust and a bright dirt layer.

Breakdown gif:


How did you see the Substance Alchemist beta evolve over the months?

With steady pace and high ambition! ;) 

Stream of updates was constant and relevant. It’s nice to be in a daily chat with the developers, that way I can beg and bore for things I need, and they do deliver! If you ask me - that is how software should be developed - with ongoing customer feedback and iteration. 

There were times I thought you have bugged my house because every time I slightly loose motivation - there it is - a new version with more toys for me to play with. Thank you for that!


So the next step naturally is 200 materials a day, right?

Heh :) well I hope for even more than that, eventually. For now, I am focusing on some different long and short-term projects.

One of them is #WednesdayShareday - which is more community oriented. Plan is to give away something useful (almost) every Wednesday. Since my workflow is heavily based on Substance tools, people should usually expect things which are related. 

 Don’t worry, I’ll be back on materials soon enough and I hope to see a completely new Substance Alchemist again.



Video montage of all materials:

https://vimeo.com/314919698


Breakdowns for all materials:

1-10 // https://vimeo.com/294454621

11-20 // https://vimeo.com/295787356

21-30 // https://vimeo.com/297823775

31-40 // https://vimeo.com/299666680

41-50 // https://vimeo.com/301573518

51-60 // https://vimeo.com/303510659

61-70 // https://vimeo.com/305608511

71-80 // https://vimeo.com/308388472

81-90 // https://vimeo.com/314918754

91-100 // https://vimeo.com/314919493

Substance Designer - PBR Render Node tests

Article / 03 May 2020

Latest version of Substance Designer has an updated version of the PBR Render node, and it's great! The quality is much higher, render is physically correct and you have some nice options like DoF and bloom...just to name the few,

While I was writing an article for the Substance website I ran some old assets through it. These are some of the tests I did with my Material Marathon and Heroic game badges.

These are direct screenshots from Substance Designer.




  


#WednesdayShareday - Free Substance Designer Materials and some info

General / 19 March 2019

I haven't talked about #WednesdayShareday here yet - in short it's my take on a loosely defined, long term, community project. 

General idea - I will share something (probably not every) Wednesday - models, textures, materials, animations, vfx...etc. Plus, I am completely open for reasonable requests, suggestions and if anybody else wants to chip in. I don't want to spam Artstation with a blog post for every single one but I will make a summary like this every once in a while. 


For example, first three:

#WednesdayShareday - 01 - Tanky -  Source files for models, rig, animations. textures and a Marmoset scene. 

https://www.dropbox.com/s/uqmq33p74wv2utd/wsd_01_NikolaDamjanov_Tanky.zip?dl=0



#WednesdayShareday 02 - Marmoset Material Sphere -  Marmoset scene I use to render material spheres and the dirty tiles material.

https://www.dropbox.com/s/pklbgk9du4sypmc/wsd_02_NikolaDamjanov_MarmosetMaterialSphere.zip?dl=0


#WednesdayShareday - 03 - Some of the Substance Designer materials I started but never actually finished.

https://share.allegorithmic.com/libraries?by_user_id=971



I really hope to have time and energy to make this a regular and useful thing.


Let me know what you think! Thanks!

Substance Alchemist - Material Marathon #71-80

General / 27 December 2018

End is on the horizon! Only two more batches.

This bundle feels a bit safe to me, I just haven't experimented as much as I would like. Our family will expand soon - we have a son incoming any day now, so my mind is kinda preoccupied :) That epic event will definitely postpone the ending of this endeavor a bit, but that is completely fine! I will welcome the break.

I did try something new - recreating a cleaner version of a photo extracted texture. This feels like an approach worth exploring further. Basically, after running the original photo through a B2M extraction I just keep the height/normal data from it. Then I manually draw the masks fro specific parts of the material and re-create the rest from basic materials (aka Substance Source or similar). I like the approach and especially the results.

That technique was used for my favorite mat - Deco Bricks:


And here is the entire set:



Feel free to follow me on Twitter or Instagram if you would like daily updates.  


Substance Alchemist - Material Marathon #61-70

General / 10 December 2018

Me again! Batch No.7 - and the end is on the horizon :)

I tried a bunch of new stuff this time around, with varied results - more custom masks for blending and experiment with extracting elements from photos and then scattering them. That last thing is a big part of my favorite material from this batch:

Ammonite Fossil:


All of them:


Breakdown video:


Feel free to follow me on Twitter or Instagram if you would like daily updates.  

Substance Alchemist - Material Marathon #51-60

General / 29 November 2018

OK, I am officially beyond the point of no return - which is good! Now I have to reach #100 as it would be totally insane not to. Or at least, that is what I tell myself :)

So, batch No.6 - honestly, it passed quite uneventfully. I haven't noticed any drops in motivation or hypes over a single material. Everything was - OK. That also made it hard to pick a favorite material this time around, but here is one of top 3:


Damaged varnished wood:


And the entire batch:


  Combined breakdown video:



You can follow me on Twitter or Instagram if you would like daily updates. 

See you in 10 days!