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I believe that the main reason to why I was so attracted to 3D is that I come from an environment where I am used to prototyping things. Some of my biggest interests since the last 15 years or so are sewing, pattern making, and photography which, even though it’s also partly my occupation, I still do in my leisure time. After graduating university and entering the fashion industry, I quickly realized that it is rarely about that “hands on” approach.

Generally speaking, and from my own experience, many design processes are surprisingly isolated to a 2D environment and in my opinion quite detached from the physical making of a product. 3D changes all that. It enables me as a designer and creator to get back to the roots and work creatively again, just like I would have done in a sewing studio, a material lab, or during a photoshoot. To me, 3D in the fashion industry constitutes the paradigm shift that offers a reincarnation of traditional craftmanship in a digital manor. It forces us to rethink and reevaluate the way we do things, our systems, methods, and techniques. That’s what I find particularly interesting.

In my job at H&M, I am mainly responsible for education and support of CLO3D as well as the creation process of digital materials. CLO3D is one of the tools that I use on a daily basis. Apart from that, I always tend to have one or two personal projects on the side that I work on as a creative outlet. I am always trying to combine my practical and theoretical knowledge from fashion, photography, and 3D to develop and try out different design methods and workflows.

I came across Substance Painter one and a half years ago, after working with CLO for a couple of years. I found it very enjoyable and intuitive, not too unlike Photoshop. Shortly thereafter, I got interested in the actual making of the materials but truth be told, I was a bit intimidated by the complexity of Substance Designer. After beating around the bushes for a while, looking at many of the Substance Academy tutorials, I eventually I got started with that too. I quickly realized that it is all built on logic, very fun, and not too dissimilar to solving a sudoku.

My Projects

Most of my projects stem from my own curiosity. I tend to gravitate towards trying out new workflows and techniques that I’ve been thinking about. Since I find it very pleasurable to physically design and sew — real-life — technical apparel in my leisure time, many of my 3D artworks often end up revolving around those products.

The outdoors scene

Because I was interested in showcasing the CLO + Substance integration, I didn’t create this project in the most efficient way. In another context, I would probably use CLO to create assets, Substance Painter to texture and either Blender or 3DSMax to compile the final scene.

Making the tent

Creating the sleeping bag

Ok great, so we had a finished tent. However, the camping trip could get really chilly and uncomfortable without a mattress and a sleeping bag (I do know that from personal experience). Luckily, I just happened to have exactly those two assets laying around on my hard drive so I decided to use them here. Instead of just popping them in to my CLO scene I wanted to try a different workflow using Substance Painter. This is a little bit of a detour, but follow along with me and I will give you a couple of reasons as to why.

Workflow

As I mentioned earlier, I had a couple reasons to why I wanted to try this workflow out.

Building My Scene

Okay, so with the detour out of the way I continued building my scene.

Now focusing on texturing the tent using the new Substance integration. I am using a mix of both my own materials that I made in Substance Designer as well as materials from Substance Source. I am a huge fan of the Substance Source library and the extreme variety it offers. One key feature that I use a lot is the possibility to download the SBS files. This is of course a great learning opportunity when starting out with Substance Designer; it is also a huge time saver when you know the software.

If you need something similar to what is available on Substance Source, you can simply download the .SBS file and start tweaking the graph. This way, you get a good head start on many projects and you avoid reinventing the wheel.

Invisible Zipper

In this project, I spent a just a couple of minutes in Substance Designer reworking the graph of the Invisible zipper from Substance Source and turned it in to a reversed coil zipper instead, which was exactly what I needed.

Inner Tent

For the inner tent I used the Synthetic mesh non-woven from substance source which worked flawlessly without any tweaks. The outer tent was a bit trickier since a wanted a very specific kind of light scattering effect on the surface of the fabric. To achieve the desired effect, I used one of my own ripstop materials and exported the bitmaps from substance designer and set up the material with the SSS skin shader in CLO.

More Props

As a final step I populated the scene with some more props, I also imported a second scene with a climber to contextualize things a bit. That scene was created using a similar workflow to the one I showcased for the sleeping bag.

In the end the complete scene became fairly large both in terms of polycount and texture resolution but due to some variations in the workflow I was pleasantly surprised over both the performance and the overall quality of the final result.

Textured Model