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Workshop

Creating Complex Designs and Patterns

A Workshop
by Nate Stephens

Substance Designer and ZBrush Techniques with Nate Stephens

advanced
2h 3m 39s
10 Lessons
A Workshop
by Nate Stephens
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In this title, Principal Artist Nate Stephens demonstrates the creation of a complex decorative medallion asset using Substance Designer, ZBrush, Maya, and Marmoset Toolbag. Starting in Substance Designer, complex shapes are formed and explored, leveraging the flexibility and experimental power of the software. Once a template network has been setup, and a base heightmap has been designed, he then moves to ZBrush to finalize the sculpting. Multiple techniques and workflows are explored in ZBrush to finish the model, and then begin the retopology process. The asset then moves to Maya for additional retopology and UV creation. Finally, Nate imports everything into Marmoset Toolbag to bake texture maps, and setup a lighting rig that can be used for finalizing material work. Additionally, Nate discusses the benefits of this modular workflow, Substance Designer network reuse, texel density, and lighting theory that can help all artists present their work in a professional manner.

10 Lessons

01IntroductionFree

In this initial lesson, Nate Stephens gives a quick run down of the comprehensive professional workflow for creating complex, game-ready sculpted patterns that will be shown in this workshop. By combining Substance Designer's procedural pattern generation capabilities with ZBrush's sculpting tools for adding personality, artists will be able to efficiently create high-quality environmental textures suitable for modern game production.

Duration: 1m 41s

Introduction
02SetupFree

In this lesson, Nate provides runs through the technical setup needed before beginning material creation in Substance Designer. He demonstrates how integrating multiple tools (Subctance Designer, Marmoset Toolbag, ZBrush, and Substance Painter) creates a more robust pipeline, and how paying particular attention to bit depth settings ensures data quality throughout the process.

Duration: 6m 15s

Setup
03Shape Creation

In this lesson, Nate shares his workflow to create decorative relief patterns in Substance Designer, leveraging the SVG node's vector drawing capabilities. He shows how to use the modular nature of Designer to build a node network that can process multiple decorations, which dramatically reduces repetitive work compared to traditional shape-combining methods or sculpting each variation in ZBrush.

Duration: 11m 6s

Shape Creation
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04Shape Creation - Timelapse

In this timelapsed lesson, Nate discusses his process for tracing the decorative element that he aims to recreate in Substance Designer. By organizing elements into separate SVG nodes with distinct grayscale values representing depth, Nate establishes a flexible system that allows for independent control of different layers in future animation or effects work.

Duration: 4m 59s

Shape Creation - Timelapse
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05Shape Management and Blending

This lesson looks at the most efficient way to create more complex shapes, utilizing SVG nodes in Substance Designer. By utilizing gradient and curve nodes, Nate is able to produce a more polished combined shape pattern out of his combined SVG shape nodes. By building this reusable network in Designer, Nate is able to rapidly produce variations with this or other unique patterns by simply swapping base shapes rather than sculpting each piece individually.

Duration: 10m 42s

Shape Management and Blending
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06Warping and Edge Wear

In this lesson, Nate works on the procedural destruction and wear for his SVG shape work in Substance Designer. The key to success in this stage is fighting against the inherently procedural nature of the software by layering multiple small effects, using varied masks, and frequently testing results. By organizing the node graph clearly and maintaining flexibility through blend nodes and adjustable parameters, Nate creates a reusable network that can work across different shapes while achieving realistic damage effects.

Duration: 25m 42s

Warping and Edge Wear
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07Surface Weathering

Continuing to build on his procedural damage setup, Nate makes use of masks and layered effects, to create realistic weathering that respects the geometry's form, while remaining subtle enough for production use. The lesson emphasizes creating a flexible network rather than a one-off texture demonstrates industry-best practices for efficiency when similar assets need to be created. With Designer handling the technical foundation, Nate can prepare the output of his graph for final artistic touches in ZBrush.

Duration: 30m 12s

Surface Weathering
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08ZBrush Displacement

This lesson looks at the proper pipeline for importing displacement data into ZBrush, which will allow Nate to start working on hand done damage details. This workflow enables artists to establish a strong foundation quickly, then spend their creative energy on hand-sculpted refinements that add organic character and realism. A major component of this process is finding the right displacement intensity to match the detail level envisioned during the initial design phase.

Duration: 3m 33s

ZBrush Displacement
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09ZBrush Sculpting - Timelapse

In this lesson, Nate illustrates an efficient production workflow that combines the speed of procedural generation in Substance Designer with the artistic control of manual sculpting in ZBrush. By strategically breaking up uniform procedural patterns with targeted manual sculpting, Nate shows how artists can achieve custom-looking results in a fraction of the time required for fully manual work. This hybrid approach is particularly valuable in game development environments where time efficiency and visual quality must be balanced.

Duration: 10m 32s

ZBrush Sculpting - Timelapse
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10Retopology and Baking

In this final lesson, Nate presents a pragmatic approach to game asset creation that prioritizes speed and efficiency without sacrificing visual quality. Utilizing the decimation master in ZBrush, he creates a simplified but optimized mesh that is representative enough of the asset. While perfect topology and UVs are ideal, Nate shows that normal map baking can effectively compensate for minor imperfections of the decimated object, making this workflow excellent for time-sensitive projects or situations where ultra-clean geometry isn't critical.

Duration: 18m 57s

Retopology and Baking
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Primary tools

For this workshop you’ll need:

Substance Designer
Substance Painter
Marmoset Toolbag
Maya
ZBrush

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced environment and prop artists with foundational knowledge in the Substance 3D package and ZBrush who want to improve procedural asset creation. Artists working in games, film, and entertainment as a whole who need to create high-quality textures will get a lot out of these lessons.


The modular workflow techniques and cross-software integration strategies demonstrated will enhance efficiency and improve the quality of any artist's asset work, regardless of their specialization. That being said, technical artists, 3D generalists, and anyone looking to expand their pipeline knowledge will benefit significantly from this comprehensive workshop.

Learning Outcomes

By completing this workshop, artists will have mastered a complete multi-software pipeline for creating professional-quality 3D designs and patterns from concept to final presentation.


Key skills include:

  • How to leverage Substance Designer's procedural tools for complex shape generation and experimentation.
  • How to transition seamlessly between heightmaps and 3D sculpting workflows in ZBrush.
  • How to employ multiple retopology techniques for creating optimized game-ready mesh topology.
  • How to create efficient UV layouts in Maya for complex decorative geometry.
  • How to set up professional lighting rigs in Marmoset Toolbag for asset presentation.
  • How to bake high-quality texture maps and manage texel density across different assets.
  • How to build reusable Substance Designer networks for modular asset production workflows.
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Workshop
Creating Complex Designs and Patterns
Substance Designer and ZBrush Techniques with Nate Stephens
A Workshop by Nate StephensPrincipal Artist - Playstation - Santa Monica Studio
advanced
2h 03m
10 Lessons
Instructor Nate StephensPrincipal Artist - Playstation - Santa Monica Studio

With over eighteen years in the video game industry, Nate Stephens has worked alongside some of the biggest studios, including Blizzard Entertainment, Respawn Entertainment, Cryptic Studios, and PlayStation Santa Monica Studio. His contributions to AAA titles such as Star Wars Jedi: Survivor, City of Heroes, God of War II, God of War III, God of War Ragnarök, Titanfall, and the critically acclaimed God of War (2018) demonstrate his lasting impact.


A true generalist and expert in many disciplines, Nate's expertise spans designing, building, and lighting complete game levels to leading teams that set new standards for fidelity and quality in modern games. Currently, Nate serves as an Art Director at Respawn Entertainment.


Nate's love for teaching has led him to be an instructor at the Gnomon School of Visual Effects in Hollywood, where he teaches Environment Art for Games, sharing his industry knowledge with the next generation of artists.

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  • "Nate is an Environment Artist that offers the whole package. He can model, texture, light, and manage a file with the best of them. On top of this he has the a good sense of game design, and how art can augment it. Simply put, Nate rocks. Listen and learn."

    - Stig Asmusse
    Creative Director - Sony Santa Monica Studios

  • I had the pleasure of art directing Nate on God of War 3. He is a very talented senior environment artist who has an excellent understanding of how to make professional artwork for games at a very high creative level that is technically sound. There is a lot to learn from Nate's approach to building environments, I highly recommend this tutorial.

    - Ken Feldman
    Art Director at Lightspeed L.A.

  • It's not hard to find Nate's 3D levels and scenes in the God of War franchise. His massive epic environments that were masterfully modeled and sculpted in Maya has been praised by critics and fans worldwide. I have worked closely with Nate for more than five years at Sony. He's truly one of the most experienced and talented 3D environment artists I've met. This tutorial will guide you through how Nate translates my 2D concepts into 3D game assets.

    - Cecil Kim
    Studio Art Director at thatgamecompany

  • Nate is an Environment Artist that offers the whole package. He can model, texture, light, and manage a file with the best of them. On top of this he has a good sense of game design, and knows how art can augment it. Simply put, Nate rocks. Listen and learn.

    - Stig Asmussen
    CEO / Game Director / Founder at Giant Skull

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