

Toolbag can sometimes highlight issues that I may have missed in Designer, and so I recommend double checking your textures in Toolbag and using it as your main rendering tool. This back and forth process between Designer and Toolbag helps me make corrections to my Height map. I usually create a simple setup with a material applied on a primitive shape, then plug in my Height and AO maps that were created in Substance Designer with a simple gray Albedo to preview my volumes and displacement. Besides using it to create final renders, I use the realistic lighting system to visualize my Height maps. It became an integral part of my pipeline since it helped me to stay efficient and sped up my process.

I’ve been using Toolbag to present my 3D projects for several years now. I had a lot of fun playing with Toolbag 3, and this breakdown will go cover the main stages I went through along my creation process.

For my presentation, I created a video using Marmoset Toolbag to showcase some of my personal work made with Substance Designer. I recently had the pleasure of being invited by Allegorithmic to give a talk during the Substance Days at GDC 2019. I started in the video games industry about 13 years ago and I’ve had the chance to work for many companies around the world, contributing to a bunch of AAA games such as Heavy Rain, Beyond: Two Souls, Horizon Zero Dawn, Ghost Recon Wildlands, and Assassin’s Creed Odyssey. Hi everyone, my name is Jonathan Benainous and I am a Senior Texture Artist currently working for WB Games Montreal.
