![]() I didn’t think too much functionality could be a problem, but it is! Over-exposing can lead to clutter and confusion and be basically endless if you don’t know when to call it done. I’d say having realistic expectations of what one material can do is definitely something to keep in mind. A better method may have been to complete the material with no functionality and then go back over it, exposing certain parameters and adding features where you want.Ī challenge that I didn’t anticipate was exposing too many parameters. My working process was basically just building the material as normal but exposing parameters as I went. Setting up the generator was definitely a learning experience as this was the first time I tried my hand at a fully customizable material. Unreal Engine, on the other hand, is amazing for larger scenes and displaying materials in full environments in real-time. ![]() The rendering options, lighting, post-processing, and quality of output are fantastic. ![]() Marmoset's speed and ease of use are great for material rendering, in my experience. For rendering, I tend to use either Marmoset Toolbag or Unreal Engine. Getting accustomed to it can be challenging, but like any program, practice, tutorials, and repetition are paramount. In my opinion and to my knowledge, there’s nothing that quite compares. Artists such as Daniel Thiger, Chris Hodgson, and Abderrezak Bouhedda putting out seemingly unimaginable materials was a huge inspiration and a big factor in my deciding to push myself into this field of 3D art more and discovering my passion for it.Īs for what tools I use, at the moment it's only Substance 3D Designer for material creation. Before I started putting most of my creative focus into material creation, I was always blown away and inspired by the materials I would see shared on social media.
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