Redshift and Octane Tutorials

I love to watch tutorials on other artists workflows and tools. You never know what little kernel of awesomeness you’ll unravel. This rainy weekend I was trying out some of Jama Jurabaev’s tutorials and Steven Cormann’s new tutorial. Both artists are amazing and seeing their process unfold is a delight.

Jama’s tutorial is on gumroad (he has a bunch). But the ones I took an interest in are using Octane renderer and Blender.

To contrast that, Steven Cormann has just released his tutorial, Epic Matte Shot. He is using Redshift as his renderer. He does a great job breaking down his workflow.

If you get a chance take a look at both artists tutorials and their work. You will not be disappointed.

Substance Intro and Live link

It’s been a little while since I’ve talked about Allegorithmic Substance Painter or Designer. Substance painter has taken over the game industry as the premiere package to texture assets. Now they are focusing on Live Action and Animation industries. Substance Painter is a PBR (Physically Based Rendering) based Texturing software. Continue reading “Substance Intro and Live link”

Substance Painter 1

Now I am delving into the Substance Painter instead of Substance Designer. Again a very clean elegant design and UI.


Let’s load a project. Here is will ask you what type of template material/shader. You will select the Mesh you want to import. The type of file format for the Normal map. Resolution of maps. You can also bring in existing maps you’ve created in other app.


This is a little castle tower I created previously. It comes in as a default white shader. You have a 3d viewer, 2d UV viewer, layers (like Photoshop), properties tab, and a shelf.


Continue reading “Substance Painter 1”

Substance Designer -Simple dirt texture

So, I’m messing around with Substance Designer some more from doing some tutorials through CGMA class. Can’t believe how easy and intuitive this program is.

I’m just doing a simple dirt ground texture. Let’s fire up Substance.substance1

Here you get an initial prompt on what type of PBR material you want to create. Then you just name the graph for what the material is, select the output size and bit format. Substance will create default map place holders like baseColor, Normal, Roughness, and Metallic based on the template we picked (you can add more later).


Here you can see the generic setup, cube with 4 placeholders for the maps. On the right of the cube the checkered box is a represenation of our 2d texture inputted into the material on the cube to it’s left.


Continue reading “Substance Designer -Simple dirt texture”