In this video, discover how we designed the textures of the Beneath demo and benefited from the integration of Substance Engine in Epic's Unreal Engine, giving us incredible flexibility and shortening iteration times like never before.
We built the Beneath demo for two reasons:
We love building cool stuff
To demonstrate the parametric fire power!
Substance Designer was used for all the texture assets of the scene, and allowed us to do "semi-auto texturing": texture your object once, reapply the process on as many objects as you want, saving up to 80% of production time.
How does this work?
This is the beauty of parametric texturing: because the low-poly mesh and possibly tangent space normal map are inputs of the substance file, the output maps you have defined once in this file (most probably, and at least, diffuse, normal, specular, etc.) will automatically adapt to the new geometry and UVs after asking Substance to do so.
You can then expose meaningful parameters and tweak them directly within the game engine (Unity or now Unreal Engine) to accelerate iterations and obtain the look and feel that you want. Or you can simply export bitmaps and tweak them in your image editing tool of choice.
Substance Designer simplifies texturing pipelines for game developers. Try it out!