Substance for Architecture with Gastón Suárez Pastor
Who are you?
Gastón Suárez Pastor
What do you do?
I'm a 3D artist from Buenos Aires, Argentina, and I specialize in architectural visualization.
What is your background?
I studied architecture at the University of La Plata, Argentina.
Where can we find you online?
Here is a screen capture of the Painter layer stack for the metal structure and a render done with Corona. (I came up with that material in no more than an hour.)
Trying to do that the traditional way in 3DS Max would have taken me hours, even a day or so of tweaking, blending, and editing textures, and it wouldn't have turned out so well.
On top of that, I can have a very specific material for every piece of geometry. All of them will be different but at the same time alike: you can see the metal structure as an element made of one single type of material, but every single pice in that model is unique because of the accumulated dirt, scratches, edge wear, and all of the great effects that Substance Painter puts at your fingertips mostly by the push of a button. That is amazing. Doing it the traditional way is a pain.
This image features materials created in Substance Designer and painted with Substance Painter:
The floors were done with Substance Designer. Again, these are super-simple materials (my first ones), but I insist on the face that I was able to achieve these results with almost zero knowledge of the software, which I think is really cool.
This one is a great example of what I said in the forum about recreating very low-res textures from the only original reference we could find. For the floor, it was a small sample in its original size: 205x205. Thanks to Substance Designer, we ended up with a beautiful 4K texture with a lot of details and all of its maps. Just wonderful.
This was going to be the tiles for the kitchen and then we decided to go with brand-new metro tiles, but I kind of liked this material. I exposed some parameters to make it newer and and more detoriated. I'll surely use it somewhere else.
In your opinion, what is the future of archviz in architecture?
I think (or at least I hope) that PBR will become a standard at some point and realtime archviz will take a bigger role not only for animation or walkthroughs but for rendering still images as well. If you see the work of Koola or UE4Arch, among many others, their quality is amazing and there are some shots where you won't be able to tell the difference between Unreal Engine and a passive renderer. Working in real time is such a great thing.
What are your future projects?
I'm actually beginning a new sandbox archviz project where the main goal is to fully texture the scene within Substance Designer and render both in Corona and Unreal Engine 4 to compare the quality. I'm also setting up a store where assets compatible with Corona/Vray and Unreal Engine, with complete texture sets and LODs, will be available. There will also be a section with free stuff.
Finally, I'm currently working on several commissioned projects from clients in Norway, Finland and Sweden with a great number of open environments and nature. I am putting a lot of Substance into them.
What do you do besides 3D archviz?
I like gaming, and I also like photography, so I enjoy going out with my camera to take pictures and scan nice trees, rocks, and ground to have in 3D. Astrophotography is something that I like a lot, too. As you can see, I am a huge nerd, as I mentioned before :)
Is there a local architecture, design or even game/VFX 3D artist that inspires you?
In architecture I really love the work of Thiago Lima from Brazil.
One last question – can you show us a picture of your workspace?
Here it is!