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Following the Substance Source automotive release and the creation of the X-Taon show car, we worked in partnership with automotive parts manufacturer Faurecia on the visualization of their new seat concept.

This gives us a great opportunity to observe the use of the Substance tools in a real industrial case study.

For this project, Anthony Salvi, Allegorithmic Creative Technologist, and Damien Bousseau, Substance Source, Senior Technical Artist, collaborated with Marion Buhannic, Color and Trim Designer at Faurecia, to create the stunning renderings of the seat.
They kindly agreed to show us a step-by-step deep dive into the process from the creation of the digital materials to the texturing of the seat in 3D. They also reveal their tips and tricks on the making of a professionally lit packshot.

But first, Marion, Color and Trim Designer at Faurecia, will tell us more about herself and the genesis of the project at Faurecia.

Marion: The CMF Designer, or Color Material Finish Designer, is a part of the Industrial Design team, where we work on all the materials of a vehicle. Here, we define the material from the thickness of a leather grain to the touch of the paint. We are constantly looking for new emerging trends, innovative materials, and finishes. Working closely with the Marketing, Communication and Engineering teams, we develop the future interiors fitting with the customers’ needs and wishes.

I got into CMF Design studies right after high school, where I’d already done a general Design specialization. I went to a material Design School in Paris, and in the north of France where I passed my Master’s degree.

CMF Design in the automotive industry is challenging partly due to the materials’ high-level specifications. We have to keep production cost efficiency in mind as we choose materials, just as we do with mass production. Therefore, each material has to comply with multiple constraints.

I don’t create the 3D model, but I receive the data from the designers or engineers. I also use 3D data for my daily CMF work for research, proposals, realistic renderings, and material definition.

What is frustrating for me is to be unable to present and showcase how material combinations will look in the reality of a complex car interior. I also miss the autonomy of showing realistic 3D patterns, as I am using only 2D tools for now.

Cockpit of the Future is a division of Faurecia working on tomorrow’s mobility. They create what will be on the road within the next few years according to the demands of the future autonomous car market.

This seat is forecasting the future technologies and frames that could be used in autonomous cars in the next few years. It is a production realist seat made with affordable automotive fabrics.

The main challenge rendering this seat was to recognize and differentiate all the materials, which are all in shades of gray. The fabrics are mainly small woven structures, which is more complex to visualize.

On the previous renderings that I did, this one looked more like a drawing than a photorealistic picture. This is the challenge.

It’s interesting to observe how light reacts differently to leathers and plastics even though they are all black. The superb design of the seat covered by these materials is all the more visible.

Here is the final graph done in Substance Designer:

Following this step by step tutorial, we can create one lighting for each point of view, that means one HDR map per camera in Substance Designer.

Conclusion

Marion: I see Substance as a research tool as well as a rendering tool. I want to use it to communicate on my projects. Being able to present the final object in a realistic way before it is done is super-important in order to show how the materials will look and behave.

I could use Substance on my coming projects for sure – for entire car interiors, for instance. I’ve so far found it difficult to have realistic renderings on a closed interior, especially for the lower areas where setting the lights is complex.
Want to know more about Substance in Automotive? Take a look at how we created automotive interior 1 & interior 2 materials dedicated to color and trim designers and viz experts, or directly browse the automotive materials on Substance 3D Assets.