Talk with a Substance Guru: Joshua Lynch
Hey Joshua, can you tell us about yourself ?
Sure! I attended and graduated from the University of Advancing Technology in Tempe, AZ. After I graduated I got my first game job and have been working the game industry for over 7 years now. I have had the pleasure of contributing to multiple titles including the upcoming Call of Duty: Infinite Warfare, Call of Duty: Black Ops 3, Call of Duty: Advanced Warfare, and Defiance.
Over the years I have worked as a prop/environment artist and now I have transitioned to a material specialist role. Teaching is a big passion of mine. I have had the opportunity to present and teach at Gnomon, GDC, and SIGGRAPH.
You have been using Substance Designer for a while right now, but do you remember when and why you decided to use it at first?
Oh yes, I can remember exactly when and why I decided to use it. Assassin's Creed Unity had just released and I saw some of the art posted online and I noticed a lot of it was made using Substance Designer. It was at that moment I saw the potential of the program and I decided to pick it up and I dove right in.
At the time there was very little info online outside of Rogelio’s videos and Allegorithmic’s official YouTube channel. But there was a very active and supportive community, including active participation from Allegorithmic employees which I had never seen before.
“The first thing that always comes to mind is the speed at which you can iterate and explore, it is unmatched”
What is your favourite SD feature(s)?
That is a tough one, there are so many! The first thing that always comes to mind is the speed at which you can iterate and explore, it is unmatched. Second, flexibility in production. I can take any nodes from another material and bring them into a new file, saving tons of time and at the same time maintaining visual consistency.
Last but not least, real time feedback across the entire material chain in near real time, incredible. A great example of this is the ability to bring in a new pattern for the texture and watch the entire material update based on that single change. That is the true power of Substance!
Have you played a bit Substance Painter so far ? (if yes, can you describe your experience?)
I used Painter when making some props about a year and a half ago now. My initial experience was that it felt like the program I had always wanted to texture my props with! It is so easy to pick up and use and yet there's enough depth there for flexibility when you need it.
What do you do when you don’t texture ?
When I am not texturing I am usually hanging out with my wife and our pets and unwinding. We like to play games and watch shows and movies. In addition to that, going on road trips and bringing our cameras is often a priority.
Finally, what is the next Substance Artist you would love us to interview?
I would love to read an interview with Christopher Hodgson.