





Hello everyone! This was my latest project inside Blender 5.1 & Substance Painter. Here is a quick timelapse of the whole process. In-case anyone is interested in the full process without missing a step, you can watch it here: https://youtu.be/Z9L7kNj7sBw
Thank you & have a great day!
Some Arcane inspired fully hand painted studies I finished recently! I painted all of them in Substance Painter. For these pieces, I wanted to push the Arcane inspired look further with painted normals and an albedo based roughness map approach. Since I didn’t use any high poly sculpts, I created the details through hand painting and kept the forms simple and game ready, mostly using planes and cylinders.
But what if there is a quick & easy way to do it?
During my recent mentoring, I found a new technique.
It follows the basics of Rock detailing, but much better and more organic.
This is how I made it:
✨ Start with a Voronoi Fractal
This gives you a base pattern with a natural breakup.
✨ Blur it in a non-uniform way
Use a Non-Uniform Blur Grayscale to push the shapes away from looking too procedural.
✨ Add more variation with a slope blur
This helps create a rougher and more stony feeling.
✨ Invert / adjust the values
Now you control what will become the raised or recessed parts of the noise.
✨ Warp it again with extra information
Using something like Clouds 2 with a Multi-Directional Warp helps destroy repetition and gives you a more organic result.
✨ Tweak the contrast
At this point, it’s all about deciding how soft or intense you want the noise to be.
Now blend it on your stones, you are done!
But....
It might be a little more complex to use it correctly.
That is why I created Future Material Artists , a community where professionals help Game Art Students learn Texturing.
📍 We are waiting for you here: https://discord.gg/PpTCFyR6qS
I recently reworked on the texture and would really appreciate some feedback on it.
What do you recommend for the work I've done?
Hello, I'd be glad if someone could help me with this problem.
In the video, I first drew the bottom of the jacket on the UV map, then started erasing the collar, but the shadow started to erase from the bottom too
I think it's because they're too close together, but I'm drawing them separately on the UV map, so why are they both being shaded?
Leather Travel Backpack texturing using my leather signature smart materials for Substance 3D Painter! 🔥😎
And the best part? You can create your amazing 3D designs with these leather smart materials! This pack includes everything you need to get started, with a wide range of customizable materials that let you achieve your ideal look.
A little fully hand-painted + painted normal maps trash bin study inspired by the Arcane universe!
A little Arcane style hand painted wood study! I added painted normals and roughness variation too.
It is my latest work in blender! I was inspired by gold and red color palette for umbrella. It was supposed to be just a prop but I spent way to much time on this. But it turned to be the spitlight of my render! But I still like my froggyyyy. I like insane and toxik color palletes similar to venomous fromg outta rainforest:)
So I will be glad to hear any feedback from you☆☆
Hi so I'm trying to center this body in Substance and make the model bigger, but the problem is that no matter how big I make the FBX in Blender it doesn't change, and as you can see the FBX is already perfectly centered in Blender! Now before you mention it, yes I know you can manually adjust the mirror line in Substance, but that is not the fix I am going for, so if anyone has suggestions, please I will take anything!
Inspired Jinx Fixes Everything series!
We wanted to make something original and new.
And he nailed it!
This is the process:
🚀 Start with Messy Fibers
This gives you a chaotic base that already feels close to veins.
🚀 Warp them around your flesh shape
This helps the fibers follow the flow of the material instead of feeling flat and random.
🚀 Blur the edges a bit
A soft blur makes the veins feel more natural and less harsh.
🚀 Adjust the intensity with Levels
Here, you control how visible the veins will be and how much contrast they have.
🚀 Add a final soft blur if needed
This helps everything blend together better before applying it to your project.
Good flesh veins are not just random lines.
They need to feel like they flow with the form of the material.
But you might need more help building this or learning how to use it.
And I have a place for you.
There is a Free Discord Server called Future Material Artists where professionals of the industry help students grow and learn!
📍 We are waiting for you here: https://discord.gg/PpTCFyR6qS
This piece took forever to finish due to a lack of free time, so I'm really glad I managed to push it through to the end.
More renders on ArtStation: https://www.artstation.com/artwork/x38xwm
Needed an asset for some character animations testing!
Thought it would be fun to make my own.
First time playing around with UDIMS on my own terms ha!
Modelled in Blender
(learnt how to wield a shield afterwards)
Open to feedback!