
Jose Moreno, known as The Paradox, shares years as a 3D artist and instructor, focusing on stylized sculpting, character creation, and texturing with Blender, ZBrush, Substance Designer, and Substance Painter.
Master Substance Designer 2024 basics from node-based workflows to texture maps and material blending. Build terrains like ground, sand, grass, and snow, export for Unreal Engine 5.
Master the physically based rendering workflow, focusing on metallness maps, and learn how base color, roughness, normal, height, and ambient occlusion maps create realistic materials.
Explore the physically based rendering workflow and how base color, roughness, metalness, normal, and height maps shape realistic materials in Substance Designer. See metallicity enabling consistent results across lighting conditions.
Create a new substance and explore the explorer and graph editor to connect nodes, work with the library, and define outputs for a stylized texture in Substance Designer 2024.
Navigate the graph editor in Substance Designer 2024, mastering node creation, linking, alignment, grouping, and color versus grayscale inputs for a streamlined workspace.
Explore the 2d and 3d viewers in Substance Designer, mastering navigation shortcuts for viewing node textures, and manipulating 3d models such as cubes, cylinders, and a ball of material.
Learn a flexible stylized materials workflow in substance designer 2024, starting from a base pattern to displacement-driven volume, then refining with modifier nodes, masks, and non-destructive color adjustments.
Explore masks as grayscale images to separate colors and control influence with white and black. Learn blend modes—add, subtract, multiply, min, max, overlay—for creating masks and height maps in materials.
Set up the interface and graph in Substance Designer, then create a custom template and map base color, normal, roughness, metallicity, ambient occlusion, and height map.
Learn to create stylized brick patterns in Substance Designer using tile sampler and a custom PBR template. Build three patterns with rotation, offset, and tessellation for richer textures.
Create stylized material patterns in substance designer by linking tile samplers, using pattern input, distribution control, and 2d transformations to alternately arrange vertical and horizontal tiles.
Master curved silhouette creation in Substance Designer 2024 using a tile sampler, blend modes, shape and disk nodes, and a non destructive workflow for interleaved vertical and horizontal patterns.
Create a second curved pattern with volume to form a roof using gradients, tile samplers, and blend modes, then adjust orientation, opacity, and depth with levels and tessellation.
Create irregular stone clusters for stylized materials using the tile sampler, paraboloid silhouettes, and crop-based separation. Control size, depth, and distribution with rotation, randomization, gradient maps, and color parameterization.
Explore creating texture variations in substance designer using simple patterns, brick textures, and deformations: apply slope blur, Perlin noise warping, flood fill to gradient with angle variation, and multiply blending.
Create roof crack textures in Substance Designer 2024 by deforming patterns with Node Cells 3, slope blur grayscale, and Perlin noise, then blend with directional warp and adjust tessellation.
Apply color to the brick pattern in Substance Designer by using a gradient map and flood fill to create random grayscale brick colors, then use curvature masks to brighten edges.
Add roughness to a stylized brick and water material using height blends, Perlin noise, and gradient color, blending textures and fine-tuning edge roughness.
Create a stylized soil material by building ground mounds with polygon 2, applying multi-layer textures, Perlin noise, and cracks with bevels and directional warps to enhance detail.
In this lesson, you create stylized pebbles on a ground material by shaping five-sided stones, adding edges, gradient variations, bevels, and a subtle noise overlay, then blend with the terrain.
Extract curvature from the mounds and stones, apply a warm earth gradient, then use a height blend mask to separate materials and adjust hue, saturation, and lightness.
Refine a stylized earth material in Substance Designer by tweaking color, removing a green tint, and using ambient occlusion to drive depth and roughness.
Create a stylized sand material by forming a dune mound with a paraboloid, shaping its silhouette with a curve, and tiling it via a blended pattern.
Refine a dune material by smoothing cavities, blending sharp and blurred textures, and adding subtle sand grain texture with fractal noise, then test the result on multiple models.
Learn to color sand and scatter pebbles by creating curvature from the normal map, using a gradient to tint stones, and blending ground stones into sand with height blends.
Apply a purple ambient occlusion layer to all materials for vibrancy and cohesion, then refine the final color with a solid color, hue-saturation-value, and levels, and tune roughness for reflections.
Create a stylized grass blade by shaping a leaf silhouette with shape, transform, and gradient nodes, then generate four variations via tile generator and Perlin noise warp for clumping.
Set up four-input tile sampler to tile leaf variations, scale to 9 with 30 by 30 tiles, apply position and color randomness, and rotate with vector map from normal map.
Create stylized flowers by constructing petal silhouettes from polygons and ellipses, blending gradients, and arranging petals with a radial splatter to form a textured blossom.
connect flowers to the grass using a tile sampler and pattern input, adjust density, randomness, scale, and color to create a stylized lawn with controlled distribution.
Organize the node graph, create a dynamic grass color from dark to light green with brown soil tones, add edge highlights, and introduce flower color variation with hue shifts.
Finish the grass material by adjusting roughness with ambient occlusion and height masks, and mask flowers to reduce roughness for a balanced finish.
Create a stylized snow material in Substance Designer by combining Crist and Crystal 2 textures, fixing tiling, and applying a blue gradient, then add irregularities with directional warp and noise.
Organize the snow base and apply ambient occlusion to brighten sunken areas; layer frost particles and ice reflections using dirt textures, blend, invert, and levels to sharpen roughness.
Create a detailed wood planks base using a square tile generator and edge detect, then apply warp, flood fill gradient, anisotropic noise, and Perlin noise for variation.
Refine stylized wood planks in Substance Designer 2024 by adding edge wear, noise-driven texture, and grunge details, while raising the base for depth and preparing for nails.
Create nail silhouettes for each corner, distribute them regularly with a flood fill mapper linked to the tile generator, and refine holes and depth using blur and isogram scan.
Build a stylized wood color with a brown–orange gradient and two curvature detail layers, using masks to accent edges, then enhance nails with a metallicity map and ambient occlusion.
Refine the roughness and color details of a stylized wood material in Substance Designer 2024 by adjusting curvature, gradient map, ambient occlusion, and height for realistic results across models.
Create stone tiles using a tile generator and edge detect, vary with gradients and seeds, extend edges with a distance node, and finalize with blur.
Enhance stone tile textures by applying an edge blur, Grunge 004 wear with contrast, bevels, and noise-driven gradients, then craft cracks with cell 2, warp, Perlin noise, and tile masking.
In substance designer 2024, stylized material creation, learn to add color to stone tiles using normals, curvature, gradient maps, masks, and ambient occlusion to enhance detail and hues.
Shape the stone material by refining blue tones and dark gradients, add ambient occlusion-based roughness, and introduce subtle noise for porosity and varied reflections.
Replace the tile generator with flood fill to control edge details, then create a cobblestone path variation using arc pavement, custom silhouette, and edge detect.
Create a second variation of the cobblestone material for abandoned castle walls by offsetting the tile edge, adjusting color with hsl, and layering moss with height blends.
Create third variation of the stone tile material by adjusting height, depth, and randomness, then fine tune color with gradient, flood fill, and ambient occlusion for worn desert temple look.
Blend snow and stone tile materials in a new Substance Designer graph using the material height blend node, adjusting base color, height, and ambient occlusion for a cohesive transition.
Blend sand with cobblestone temple tiles using a material height blend, adjust the sand tile sampler, and fine-tune albedo matching and hsl tweaks for integrated rendering-ready results.
Export materials from Substance Designer by exporting outputs as png into folder, then use rgba merge to pack ambience occlusion, metallic, height, and roughness into an image for game engines.
Render stylized materials in Marmoset Toolbag using a UV sphere, three-point lighting, and tilable maps; adjust albedo, roughness, metalness, occlusion, and displacement, then render stills and turntables for portfolio.
Create and apply stylized terrain materials in Unreal Engine 5.4 using Nanite tessellation and a three-layer landscape material (grass, sand, tiles) with layered maps and texture coordinates.
2024 update
In this course you will learn how the PBR workflow works and all the necessary fundamentals to create high materials and stylized textures in Substance Designer and how to use them in any rendering or video game engine.
We are going to see how the to navigate in the interfase and all the Substance Designer panels, we are going to see how to use the blending modes and the masks to blend images and create any type of texture variations and we are going to see the most important nodes available in the program.
With the fundamentals clear we are going to apply this knowledge creating a first basic material to follow all the material creation workflow.
After the experience with the first material we continue to create one by one 6 stylized and more advanced materials with new methods, new concepts and using a great variety of techniques we can apply from the endless library of nodes that Substance Designer has.
We are going to see how to blend this materials between them to create new combination of materials.
In the last chapter we will see how can we render our materials to create an appealing and professional presentation for portfolio and how can we configure this materials to create terrains with them in Unreal Engine.