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Introduction

Hi everyone! My name is Jason Pickford, and I’m the owner and director of Thunderstorm FX®, a 3D visualization and animation boutique based in Macclesfield, near Manchester, United Kingdom. That’s basically just me working under my own brand right now though. I specialize in the production of 3D content primarily for heavy machinery, engineering, and manufacturing industries and have been working in the 3D industry for more than a decade.

I’ve now been using Substance Painter increasingly regularly for several years, to the point where I now use it every day. It’s my favourite tool and fits well into my pipeline which also includes Blender and Unreal Engine. The functionality and tools it provides are priceless and have greatly enhanced my texturing workflow and helped me gain the attention of many new clients. In my humble opinion, it’s the ultimate texturing tool of choice for CG artists and gets significantly better with each new release.

When it comes to my work, I like to think that I’m quite regimented and regularly make time for concept projects that allow me to brush up on existing skills and learn new ones at the same time. This prevents me from becoming complacent and ensures that I’m always up to date. The fact that I’m able to do this when I want to definitely has to be one of the best things about owning your own business. You just have so much more control over your own schedule and the projects that you choose to work on. You also don’t have to worry about being creatively constrained because of billable hours or pre-existing pipelines that prevent you from using the tools and techniques that you want to. This makes it possible for me to experiment with new technologies, software and creative ideas on a regular basis. That’s how both these large-scale UDIM projects came about and I take the view that everything I learned along the way could potentially be of benefit to my business in the future, so it’s time well spent.

Many of the businesses I work with produce heavy machinery, vehicles, or advanced materials. These are used in a wide range of industries that include automotive, fire prevention, rail, marine, engineering, manufacturing, and even space, to name a few. This means that I’m regularly tasked with producing 3D content that helps to visualise, advertise, explain or compare these products with others. This content can end up being used in all manner of marketing materials that can require a great deal of detail, so texture quality is a really important factor that I must consider. The fact that Substance Painter already partially supported UDIM workflows (via texture sets) and provided endless ways to create and customise realistic / PBR materials made this the obvious choice for me.

Conclusion

I’m fortunate enough to be in a position where I can pick and choose the tools and techniques I use to create 3D content, but I still make time for regular experimentation. This allows me to brush up on existing skills, learn new ones or just have some fun. Both these projects were a combination of all these elements, a little experimentation and my own form of R&D. They also gave me the chance to test how much data Substance Painter can handle too, and it was a lot! If you aren’t already familiar with multi-UDIM texturing workflows, then I would recommend looking into it. Although support is currently limited in Substance Painter, it’s improving all the time and won’t be long before you can finally paint across multiple tiles.

If you’ve got this far then thank you for taking the time to read this and I hope that you found the information to be useful or interesting. I am extremely humbled to have been given the opportunity to write about these projects and be featured alongside such talented studios and artists here on the Substance 3D Magazine.