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Creation has always been a big part of my life. When I’m not behind my computer, I like to work with thread and fabric. Sewing, stitching, crochet: I like the relaxation that crafting brings.

When I began to learn Substance Designer, I was most interested in the pattern creation process. Most tutorials available were focusing on environment materials (stone, wood, metal, etc.), so while I started following them, I still added patterns as my own twist.

One day, I bought a really pretty coat in a boutique in Vincennes. It’s still today one of the staples of my wardrobe! I was looking for an idea to create in SD and I saw my coat hanging on the back of a chair. Obviously, I decided to reproduce it in Designer. I had no idea what I was stepping into at the time, but that bird coat material caught the eyes of the Substance team and became an article in the Magazine!

The coat
The material

Learning Substance Designer

At the time though, I was in a rough patch: I’d just finished school, I couldn’t land a job, and was struggling with very bad anxiety. I was really doubting myself. The world of video games was like a ‘foster family’; it all felt like I didn’t belong.

I continued working on patterns, and using Substance Designer gave me tools to create intricate and good-looking results without much effort. At first, I didn’t really get the point of parameters. I just genuinely liked the software and loved that you could do pretty much anything with it, and it felt easy.

As time went by, that bird coat material gained in popularity. I realized that cloth materials were kind of a niche — not a lot of people were making those. I decided to specialize in fabrics. Turns out, it was a good call, and it gave me the incredible opportunity to meet the Substance team who got me in touch with big names in the fashion industry. It felt like I’d found my calling. From then on, not only was I having fun, but I also was able to make a living from it. I also learned a lot about the industry, the creation pipeline, and the making of great looking materials.

Still, my skills were bumbling and I still didn’t know much about the magic of procedural creation. So when I got the opportunity to work alongside the Substance Source team, I jumped at it. It was like going back to school again, to keep on learning for ever.

Then I worked on the Fashion materials release

Discovering World of QA

The Fashion fabrics release was intense. I knew what I had to do, I knew how to create it, but this was a real discovery of the world of QA! I was so impressed. You know, at home, I don’t have a great computer to work on. I don’t even view most materials in 4K before I render them. So QA taught me how to optimize, and also how to fit the pipeline. Things have to be done in a specific order, they have to match the objectives, and so on. It really taught me how to use the best nodes for the best scenario!

Parameters

The other new thing was the quantity of assets within the time frame. There are many ways to optimize what you do. You have to consider things like what parameters users will use, and what parameters aren’t actually very useful. So it’s all about building the toughest, best user-proof material, which will look good no matter what the user does with the parameters.

Challenge concerning scale

Fabrics come with their own challenge, especially concerning scale. Most materials came out at 25cmx25cm, when the basic SD material is more of a 1mx1m. I would have zoomed even more, but at some point you also want something that looks pretty from far away. It was overall a great warm up for that special project I was working on: creating the 15 best-looking materials I could to illustrate my new passion for procedural textile creation.

Artwork by Pauline Boiteux

It began with research

And you wouldn’t believe the little corners of the internet I ended up visiting! From one lady’s blog about hand-sewing kimonos, to an association for panama fabrics, and from making to shipping.

In the end, this research taught me the traditional cloth-making techniques: weaving, embroidery, tapestry. There’s a fair bit of reverse engineering that went on there; I worked from pictures of the traditional fabrics, and then worked to reproduce the weave and material in Substance Designer.

How to use the collection

As for the procedural aspect of this collection, it is meant for you to use as a toolbox. You’ll have access to a variety of techniques, materials, patterns and finishes. All I’m doing is providing an example of what you can do with it. I invite you to keep the parts you like and change everything else! Release your creativity, use these materials and techniques as tools, and make this art your own. Keep an open mind, never stop trying, be kind to yourself, and never be ashamed to ask for help.

Thank you all for your support and interest, it means so much. Be safe and I’ll see you around 🙂

Livestream Replay

Pauline wias live on December 3, 2020 to talk about the creation of her signature materials.

https://www.youtube.com/live/2YQZ8A2Cqi0