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I’m Jonjo Hemmens, an environment artist currently working at Rocksteady Studios. I graduated in 2019, and with only a few years in the field, I still find exploration to be the most fun part of the job.

The main motivations for this project were to understand organic workflows and to be able to make my own plants, textures, and trees. As a hard surface artist, it was important, but it was important to me that I built up a strong set of skills to be able to create organic assets in the future and to not shy away or feel the need to lean on external sources to create the assets I need.

To challenge myself and to push my skills with the tool further, I created all the main materials for the project exclusively in Substance 3D Designer. The goal in mind was to learn more about the strengths of the tool and building good workflows.

One of my project goals was to build up experience in Designer. As a game environment artist, Designer is primarily used to create tiling materials, but can be used in many different 3D workflows, such as scan processing, asset texturing, baking, etc. It’s an incredibly powerful tool, and I hope to be able to show my process.

Final words

I hope you’ve been able to pick something up from this piece, despite me being very new to the whole field of foliage art. I really enjoyed working on this project and learning more about the Substance and Speedtree tools. If you’re interested in reading about what I learned while using Speedtree, I have a blog post coming out on their site soon. If you have any further questions about my work, feel free to send me a message on Artstation and I’ll do my best to get back to you.