Senior Environment Artist Josh Lynch breaks down his entire process for creating believable stone wall materials in Substance Designer. This isn’t just about clicking nodes; it’s about…
Category: Allegorithmic
This course is about how real production works when you’re making assets for game studios. It’s not just about modeling—it covers the whole pipeline, from reading a…
Simon Barle, a foliage artist who worked on Star Wars Battlefront and Battlefield V, walks you through his entire AAA workflow for creating a game-ready tree. This…
The second part of a series focused on texturing a complete sci-fi environment. Alexandre Huyaux walks you through his entire process, from setting up ACES color management…
A 10-hour deep dive into texturing a magazine cover in Substance 3D Painter, with a bonus high-poly sculpting section. Dan Kenton walks through his entire thought process,…
Follow material artist Khayyam Naghiyev as he breaks down his process for creating a realistic damaged pavement stone. This isn’t just a button-pushing tutorial; it’s a practical…
This course is a straight-up, no-fluff walkthrough on creating a realistic, smashed-up phone box entirely in Substance Designer. Lee Borrer, a pro with years of studio experience,…
This course walks you through the entire creation of a PBR stylized character for games, using Blender, ZBrush, and Substance Painter side by side. You’ll go from…
Daniel Thiger walks you through building a roof tile material in Substance Designer, using the new nodes from version 2019.1. This is a fully narrated, step-by-step tutorial…
Ever wondered if you can get that hand-sculpted ZBrush feel without leaving Substance Designer? Maxime Guyard-Morin shows you exactly how. This tutorial walks you through building a…
Build a complete cyborg character from scratch in Blender. This course walks you through the entire pipeline—sculpting anatomy, designing hard-surface armor, retopology, UV mapping, texturing, rigging, and…
This course walks you through the entire pipeline for making clothing that actually fits the MetaHuman parametric body system in Unreal Engine 5.6. The goal is a…











