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May 14, 2020
Displacement Mapping Challenge Winners: MAT 2
William Ruhlig, ‘Polar CliMATe Scientist’
When I first saw the contest, displacement was highlighted as being a newly available feature allowed in the contest. So I knew for sure that, whatever I created, I wanted to take advantage of this.
The first step was to jump into Substance Painter and see just how far the displacement could be pushed. I was excited to discover through experimenting with the settings that one can get a detailed and strong displacement that could completely revamp the underlying model.
I experimented first with the penguin’s face, seeing if I could achieve what I was visualizing in my head with pure displacement, no modeling, and just by pushing the surface out perpendicular to the model. This has the limitation of no overhanging areas, and you must make sure that you don’t clip the mesh through itself. I did this in certain areas, like the fur, and I used various procedural masks and paint layers.
Nikolay Marinov, ‘KukerMat’
Because of the big difference between the height values of the horns and everything else I had to constantly rely on Levels to control the height more precisely. The most important part is that I used most of the alphas that come with Substance Painter to hand-paint the shape of the horns. Everything else was just playing around with alphas and noises to get the result I desired.
Adam Scott, ‘Sea Monkey’
Once I was happy with the design I painted on the model, I’d create simple layers to start blocking in regions of the mesh. Generally, these regions had their own displacement material type, so I slapped on an initial color, metalness, and roughness to help provide a full picture of what I was creating.
Once I was happy with the main forms then I’d block in some medium-sized details. Some of these were displacement-only layers. After each pass, I’d go into finer detail until my graphics card reminded me I needed to upgrade (sadly at 2k resolution).
Since I set up these displacement layers in my layer masks, they later served as ‘region masks’ by using Substance Painter’s anchor points. This means that if I wanted some grunge to affect just the brass helmet, I wouldn’t have to recreate my paint mask, but instead reference the earlier mask I painted.
The monkey face displacement was painted in a single layer’s mask, and it took a lot of finessing. It didn’t work well if I had irregular strokes or noise in the displacement mask, so I found it easiest to break the face into simple shapes then detail on top.
Florian Bobe, ‘SubMecha’
First, I planned my views piece by piece, so I don’t get lost when painting details. So, painting with an intermediary software (Photoshop), I first painted the face from the front view, then the side, then the back.
Ayi Sanchez, ‘Sea Sadness’
Displacement was very minimalistic since I was mostly relying on good materials. Also, it’s difficult to make complex shapes where albedo doesn’t get too stretched or distorted. This usually works better with clean or simple stuff, but I still managed to use it for the handle and the planks and metal parts. Since I typically work on games, I try to be realistic with what I can achieve with my given tools.
Francesc Loyo Valls, ‘Ancient Mat Armor’
The displacement feature was a key component behind the creation of the Ancient Mat Armor. Coming from the Substance Designer pipeline, I’d already used a similar process. I started with the height map, going from the big shapes to the small details. After testing different techniques, I found that the use of fill layers with painted masks was the best way to edit the displacement. This was the best process that I found to work in a non-destructive way because the fill layer allowed me to control the final amount of displacement, independently from the design or pattern used in the mask.
Guilherme Marconi, ‘A Tale to Illuminate the Backlands’
My MAT is inspired by the traditional stamping process used in printing cordel booklets, in Brazil. I started trying to find the correct shape to represent the attrition engendered on the wood during the stamping, and the best way to do this was really using the displacement.