Week 9 Homework – Ivy Sun 3183268

For this week’s exercise, I followed this amazing tutorial Burnt Wood | Beginner Substance Designer Tutorial by Chunk and created my first material in Substance 3D Designer. Since this tutorial is really beginner friendly, I took lots of notes for various nodes when following step by step during the entire workflow. And as a great start, I also followed this intro tutorial Saving Templates in Substance Designer (And Creating My Own!) for creating a custom template, which will be helpful to future creations in SD.

Back to my experience this week, I could feel my familiarity and efficiency were getting higher and higher during the process of digesting the tutorial. It was truly satisfying to figure out the function and difference of each node and play around with different parameters that would refine the details dramatically. The only thing I hate and love at the same time is keeping everything organized and tidy, I spent massive time making the lines straight and adjusting each node’s position, which was a bit time-consuming yet satisfying when I saw them in the end.

Overall, I ended up getting more used to the Substance 3D Designer workflow through this week’s assignment, and I feel confident to make my own custom material for my future project!


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Week 09 Homework Magdalena Szlapczynski

“Carpet with shine”

Before beginning my material, I had the idea of making a carpet or blanket. I followed this tutorial of a medieval fabric and deviated from it. The main parts of the tutorial’s medieval fabric was followed. On the medieval fabric, the ornaments were shiny and had shiny laces, I kept similar to that idea and instead made really reflective stripes on the cloth that I made. The blue parts of the cloth are textured with a cloud node with a perlin noise, making it look very soft, and there is also a wave-curve node into it giving it a sort of wave.

This tutorial was really great for beginning because it featured all of the maps, and showed how to make two separate materials onto one. It went over perlin noise, randomness, gaussian noise, and there were a lot of blend nodes.

I followed this tutorial: https://youtu.be/Gkzxq7SV1Gw

Screenshots of work:


Zoomed into the material. Had to change the resolution before uploading as the website has a max of 5mb. Zooming into the material you can see all the laces and overlaps of the wool.

The weaved wool on the blue material: This was made by combining the “weave” functions with blend. Gaussian noise was added and it was warped with the combined weaves to look natural like a fleece of sorts.

The weaved wool on the purple material: This was made very differently. This was made by first getting a shape and stringing it into a straight weave, then it was gridded sideways.

The purple and blue material were both made differently and treated differently throughout the tutorial. I deviated a bit to make my own sort of fleece as I didn’t want a medieval look but rather a more natural sort of carpet or blanket. I also really enjoyed the shine, and added thicker lines instead of ornaments like flowers or small animals. You can really see the reflections and difference between the two materials when both are nearly evenly thick across the material.

There are also folds in the material, but they are made very subtle and it is difficult to tell immediately.

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Week 9 Homework.

For my week 9, I decided to choose the Forest Ground recommendation on the homework page.

Throughout the tutorial, I went along with it to the best of my ability, yet I didn’t like following it 100%. In the beginning I did what was done, yet changed the numbers around a bit, working with what I think would be fun. This was done in a very miniscule way, changing decimals and numbers. Yet throughout it, once I learnt how things work and what I was doing, I decided to take things into my own hands and play around. Noise layers were I think my favorite part to play with, and as well, the colors in general. It was interesting seeing how depending on the color and shading, it can determine the quantity of an item. For example for the rocks, it was determining the lighter parts of the Plasma node, the lighter the slider is, the more rocks. Yet bring it down, it determines that the darker parts of the Plasma node will get rid of the rocks in that area.


Nonetheless it was a very fun learning experience, and I’m quite excited to be working with Substance Designer. The only obstacle that happened for me was the fact that it takes a long time for things to load. When reloading the Substance Designer, it took a long time for the height to show again, and the colours would take a bit to load- yet aside from that, not many problems!

This is how it ended up.


I am not going to lie I see all my classmates posting full scenes with your shader. Were we supposed to do that? This is my render so far, if anything an update will come in the near future of it being used.

Week 08 Homework.

This effigy of nightmares is what I like to call my Week 8 homework. I played around with some textures, and learnt a lot about what goes where in regards to the surface input. It’s fun ! I liked this experience a lot, and although pretty straightforward, it helped me understand a lot better on what and how to put shaders on a 3d model.

The 3D models I used were either ones made by myself, or ones I found online. I’ve linked them all down below! The same goes for the shaders and the skybox, except for two very specific ones (the rocks one I downloaded through the class module, and the red one I made myself from scratch!)

It wasn’t super easy for the guitar though, the guitar and the shader I chose for it didn’t look super good, but I stuck to it! It may be ugly, but at the same time I kind of like the aesthetic it brings.

Lastly, for the skybox, I don’t know why I chose a basement boxing ring. I just thought colour wise it fits, so why not?



SKYBOX : https://polyhaven.com/a/basement_boxing_ring

GNOME: https://polyhaven.com/a/garden_gnome
UKULELE: https://polyhaven.com/a/Ukulele_01
WHEELCHAIR: https://polyhaven.com/a/wheelchair_01
CLEANER TIN: https://polyhaven.com/a/cleaner_tin_01


SPACESHIP: https://freepbr.com/materials/space-cruiser-panels2-pbr/
GLOSSY BLOCKS: https://freepbr.com/materials/glossy-stylized-blocks/
BAMBOO WOOD: https://freepbr.com/materials/bamboo-wood-pbr-material/
BRICKWORK: https://freepbr.com/materials/muddy-scattered-brickwork1/
COBBLESTONE: https://freepbr.com/materials/rough-wet-cobble/


Week 5 Homework

For my week 5 I made the Crazy Frog Crazy changing model.

First off, I modeled both a strange structure that I thought would be fun to see move around in the bump mapping noise slider shader. I went to Maya and did some fun stuff, dragging vertices around and expanding and making things smaller, with the goal of putting a picture of Crazy Frog, for this structure to move around as crazily as possible. I then put it upon the template and messed around with some of it. I then made it to have an ethereal white glow to it the more crazy it gets, and made the texture a serene and beautiful image of a crazy frog.




This homework actually started with me getting stressed about the bump mapping shader as well, and yes I did play around with the same crazy frog image. Nonetheless although it took me a bit to understand the full lengths of it, it still was a good learning experience!



Ushna Khalid – Week 08 HW

Ok so.

what I did was try to see what I could so with these textures. First obviously I needed to find a good skybox. I wanted one that was in a night sky setting. Like ina field with a sky full of stars but all i could jund where areas with houses around them, so i picked the best one.

After I got that set up, I started testing rock materials on a cube


ok wordpress is making this look blurry… ok look at the images in my google drive here

I started messing around with the height maps and base colors. I wanted to make them look shiny and reflect off of the surrounding area.


Heres an example of one.  I messed around with the metalics and speculation. I think it looks pretty cool. This is the sliced limestone texture

I then found a few other rock texture to do the same to. I then put them on lome low poly assets that I have and checked which material looks best on what. I also added a sandstone platform with its own texture and the.. platform for the rocks display


i don’t know why wordpress is nuking these. Again, just look at the clearer images here

I also added a video showing the materials I modified




skybox – https://polyhaven.com/a/satara_night

Materials –

Rough Reddish Rock PBR Material

Sliced Limestone PBR Material

Cavern Walls PBR Materials

Slate Rock #2 PBR Material

Sandstone Platform PBR Model



Luke D’Alfonsi – Homework Week 10

Prototype Space Room

For this homework assignment I decided to try and create textures that are similar to what I am aiming to create for my final assignment.


Above is the model with each surface being a different sci-fi metal material. Each material can be seen in the following images, these images help give a better idea at the depth to some of the materials.



For the two wall textures I wanted there to be a lot of scratches as well as for them to have extruding faces similar to the floor but not as deep. The wall textures also use similar elements with adjustments two the nodes in the graphs.


For the floor texture I wanted to create a sort of tile texture with a high displacement, i also experimented with surface imperfections and how the roughness of this texture works


I created these textures using tile generators, scratch generators, noise and various other nodes for the blending and blurring of the textures to create the raised elements as ell as the surface imperfections. The graphs for these textures are very small and simple but it was an interesting experiment especially after completing the week 9 homework. The floor texture in particular is my favourite!

Luke DAlfonsi – Week 9 Homework


For this weeks homework I followed a tutorial of creating a honeycomb texture in Substance Designer.

The tutorial I followed can be found here: Substance Designer Beginner Tutorial – Honey Comb – YouTube

Though my material doesn’t look quite as good as the one in the video

but for my first go with substance designer I think its not bad! It was very interesting figuring out how to work through this program. I am definitely interested in exploring node based material creation and even saw some ways of including photo scans and Ai to automate some of the process which I thought was very interesting.

It was very interesting seeing the material change throughout each step, in particular when adding the wax cap effect it was a big jump from just the honeycomb pattern.

This tutorial creates a decently complex texture using very simple techniques making it perfect for getting comfortable with the software. I am hoping to include this material somehow in my final project!

here is a look at the graph



Ethan Day Week 8 Homework


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This week I found the homework mostly experimental and practical rather than being focused on creativity or expression. I personally have a lot of experience in the Unity engine making different kinds of games, but getting to explore advanced materials, graphics, and the URP (universal rendering pipeline) package was pretty cool and eye opening. I got to see somewhat realistic graphics get transferred onto game objects in Unity in real time. I also learned what a “reflection probe” is and realized that it is important for having the skybox make a meaningful different on how the scene looks. I now feel a lot more confident working with advanced shaders in Unity and will definitely use this workflow as part of my final project.

My goal this week was simply to understand the system and not necessarily create an inspired piece. I wanted to understand how to connect height, metallic, normal, and base maps to materials correctly. I wanted to understand why thinks worked different in the URP compared to the regular graphics of Unity. I found the detail that came out of using these more advanced materials really rewarding and exciting to see.

I found the process pretty simple and straightforward, and since the only way to show the final product rendered was through the game view and I didn’t go through with integrating look and move controls (I normally do but this exercise was very simple), the way to show the final product was therefore just a singular stagnant shot of the main camera. This meant that I would keep the layout and objects used pretty simple. I just used primitives like spheres, cubes, and planes, and used a character model to show off how some of the shaders looked when wrapped against something a bit more complex.

My personal favourite shader was the star cruiser shader (downloaded from freepbr.com just like the rest of the shaders). The colours, details, and metallic reflections really popped, especially the tiny bumps in the metal. I just thought it looked awesome for how simple it was to set up and how it can be applied to any object. There was a certain complexity and level of detail that I thought stood out more than the other materials did when they were all properly applied.

I had 8 materials in total with one being just a simple emissive red, one being a realistic skybox from polyhaven.com, and the other 6 being various texture zips downloaded from freepbr.com including grass/moss, rusty aluminum, pure aluminum, houndstooth fabric weave, white quilt mattress, and space cruiser. The extra 3D model was taken as Mutant from mixamo.com.

Week 08 Mark Lin

For this week’s assignment, I thought about making these textured materials into a scene instead of simply lining them up. I took the idea I did before which is to create a vapor wave sunset that is also my idea of choosing the sunset(pink) skybox for my scene. In order to fit more to my theme, I chose sculpture for my center focus because I think it fits more to my scene. Besides, the marble texture looks great with the pink tone. I added a plant after because I think it gives a more relaxing feeling and it is more organic than hard shapes. I think adding some basic shapes works well with sculpture as if I’m in an art studio doing some paintings. I sculpted a cube in Maya into an irregular shape because I think the curved surface works well with smooth and strong reflective material. Lastly, I used post processing and bloom components to make the ring glow to enhance the vaporwave feeling.





3D models:








Chess board


Dark marble


Old aluminum


Reinforced metal


Black granite


Fine gold


Polished marble


Speckled marble