Project 1
Substance Designer
& Unreal Engine

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This first project focused on the analysis and recreation of real-world surface materials using a fully procedural workflow in Substance Designer. Drawing from photographic reference materials, multiple physically based rendering (PBR) texture sets were developed, including base color, normal, roughness, ambient occlusion, metallic, and height maps. These materials were then imported into Unreal Engine, applied to 3D geometry, and rendered using Sequencer to evaluate realism, lighting response, and surface detail in a real-time environment.

The project explored procedural material construction, texture variation, pattern generation, and physically accurate shading techniques while reinforcing an end-to-end workflow between Substance Designer and Unreal Engine. Materials created for the project included ceramic tile, herringbone laminate flooring, decorative fabric, and speckled countertop surfaces.

Download a PDF of the Original Materials Project 1 Process Book.

Process Book

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