Yi Sun shared the workflow behind the fusilli pasta material, showed the nodes used in Houdini, and explained how the sauce was created to be deliciously realistic.
Hwichan Hwang shared the working process behind the stone floor material, talked about working at KRAFTON, and shared advice for beginner artists that want to learn Substance 3D Designer.
Nina Popovych talked about the process of creating the Folk Ornament Mosaic material, shared the original patterns' symbolism, and showed the workflow in Substance 3D Designer.
Louis Martin told us about the workflow behind the Burger project, talked about creating individual ingredients, and explained how the final product was assembled.
Joe Taylor has shown us the working process behind the eerie Catacomb material, explained how different maps were created, and why Unreal Engine 5 was chosen for this project.
Ezequiel Delaney has shared the ZBrush/SD workflow that was used in making of Stone Wall PBR Material project and explained why it is important to not get stuck at the idea of making a material 100% Substance Designer.
Carlos Perfume-Garcia discussed the production of his Sci-Fi material made in Substance Designer, talked about the presentation in Marmoset, shared his approach to working with material structure, revealed biggest challenges, and his ways of learning the software.