Chapter 1 – The Base Materials
The camouflage collection on Substance Source isn’t only about patterns. Our objective is to deliver materials that are both ready to use and photorealistic, which implies close consideration of these various applications. Therefore, we focus first on the base material structures and surfaces on which the patterns will be applied, printed, or painted.
We designed 9 parametric base materials for this collection, ranging from technical textiles to rugged polymer and paint, to create a toolkit that will help you texture tactical gear and trekking equipment from head to toe.
Performance fabrics are designed with built-in parameters enabling users to tweak the visual properties of the textile independently from the printed pattern. In addition to color and roughness, we also focused on visually simulating the wear and tear of the different fibers.
Damage parameters will act on the wearing properties of the fabric, simulating the abrasion of the yarns due to heavy friction. Cut sliders will randomly apply and rotate tears and cuts over the entire surface of the textile. The dedicated length and width of the cut will give you the freedom to design the cuts exactly as you want them: clean cuts, wear holes, wide tears and even bullet holes.
And if we don’t have the base material you are looking for? Make your own. Just dig into the Substance Source .sbs files, and extract the effect you need to customize your own creation.
Here are the types of fabrics in the collection (and a few ideas about how you can apply them on performance outfits).
Camo net has a covering power that imitates tree foliage perfectly. Nets replace curtains and veils, limiting the view of observers and offering protection from the sun. They have become very trendy for the decoration of home interiors, as well as for terraces and gardens.
But wait — there’s more! Wear and tear is only a subset of the torture that fabrics can go through in extreme conditions! Crawling through muddy waters and desert storms collects a lot of grime in the fibers. We designed a whole set of parameters dedicated to getting your trousers dirty (so you don’t have to do it yourselves).
We came up with two types of dirtying parameters:
The dirt sliders simulate the type of smear that will accumulate in between the fibers. Tweaking the color of the dirt will define the nature of the soiling like sand, mud, or even greenery, whilst the roughness and the roughness variation will make it dry or moist. These parameters will take care of the stains on the fabric to visually reproduce oil, sweat and even blood.
Animate these parameters and you get materials that dynamically wear and tear according to your needs; this sort of process would be particularly useful for projects such as video games based around war, or combat. Imagine an outfit that gets dirty according to its environment — and, if need be… bloody!
In addition to the fabrics, we’ve created two other types of procedural material: a reinforced grained plastic grip and a painted version of the camouflages. The use of these materials is obvious for applying patterns on rigid objects whether by printing process, by hydro transfer, or simply by painting them on.