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Workshop

Creating Stopmotion Felt in Substance 3D Designer

Procedural Surfacing using Substance 3D Designer, Maya & V-Ray with Christopher Barischoff

intermediate
2h 57m 1s
14 Lessons
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Substance 3D Designer’s technical interface can be daunting for creative artists. In this 3-hour workshop, Christopher Barischoff guides you through building powerful procedural materials in Substance 3D Designer, which can be adjusted and customized live within Maya, Blender, Cinema 4D, or any other package that supports the Substance plugin.


Christopher covers creative-friendly techniques for creating a lifelike felted material without the need for coding, fur systems, or complex expressions. Your procedural .subsar file will tile seamlessly and allow the flexibility you need to apply it to any asset using exposed parameters. Christopher’s goal is to help demystify Substance’s powerful procedural materials to allow you to use them to your advantage.


Included with this workshop are the final working .sbs files for your reference, as well as a starting scene file for Maya and V-Ray.

14 Lessons

01Setting Up Designer Node GraphFree

Christopher opens his workshop with a look at the Adobe Standard Material template, which provides an excellent foundation for creating physically accurate materials in Substance 3D Designer. By understanding each output channel and its purpose, artists can systematically build complex materials while maintaining proper visualization throughout the creation process. This lesson’s comprehensive approach to material attributes makes it particularly valuable for professional workflows targeting high-end rendering engines.

Duration: 5m 16s

Setting Up Designer Node Graph
02Planning Your Material

Substance 3D Designer's true power lies in its procedural, resolution-independent approach to material creation. Rather than painting textures at fixed resolutions or using rigid presets, artists can combine and adjust multiple procedural nodes to create unique, organic-looking materials that can be exported at any resolution. Christopher explains how this makes it particularly valuable for creating flexible, reusable materials that maintain quality regardless of output requirements.

Duration: 7m 18s

Planning Your Material
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03Starting with Depth

This lesson establishes the foundational workflow for procedural material creation in Substance 3D Designer, emphasizing the importance of proper reference management and a depth-first approach. By starting with height and normal information before adding color, artists will learn how to build more accurate and flexible materials. Christopher's techniques of blending multiple procedural generators and using curvature for visualization represent industry-standard practices that enable efficient, non-destructive material authoring. He will expand on these concepts in subsequent lessons, working in parallel across all material channels.

Duration: 11m 54s

Starting with Depth
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04Combining Layers

Christopher teaches how to create realistic felt textures by layering multiple variations using grunge maps and blend modes to achieve organic, non-uniform results. Substance 3D Designer's automatic seamless tiling functionality allows artists to focus on building complexity through layering without worrying about texture repetition. He emphasizes iterative refinement and demonstrates how to add layers and check references until satisfactory results are achieved.

Duration: 4m 29s

Combining Layers
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05Adding Color

Creating convincing felt materials requires balancing multiple material properties while referencing real-world examples. The key is to build the material in layers: start with proper fiber texture, add realistic color variation through gradient mapping, and finish with appropriate specularity and sheen values. Christopher's methodical approach of adjusting individual material channels separately enables fine-tuned control over the final appearance, resulting in a believable digital felt material.

Duration: 13m 18s

Adding Color
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06Lifelike Variation

This lesson demonstrates that creating realistic materials requires both technical precision and artistic observation. By layering multiple procedural elements (from micro-scale fibers to macro-scale pile variations) and using strategic masking techniques, artists can transform a flat, obviously computer-generated texture into an organic, convincing felt material. The key takeaway is that realism comes from thoughtful layering and variation rather than relying on a single texture, always referring back to real-world references to guide your creative decisions.

Duration: 24m 43s

Lifelike Variation
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07Intro to Splatter

This lesson introduces essential procedural texturing concepts for creating realistic material details in Substance 3D Designer. While the Shape Splatter tool offers powerful capabilities for distributing patterns, Christopher explains its limitations for fiber creation and introduces more appropriate spline-based tools available in newer software versions. His workflow emphasizes a hybrid approach using Substance and Maya to achieve the most realistic results.

Duration: 6m 16s

Intro to Splatter
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08Spline Tools

The spline tools in Substance Designer offer a powerful, non-destructive workflow for creating complex fiber patterns. By leveraging vector-based editing, various noise maps, and height sampling techniques, artists can create realistic, resolution-independent fibers with natural variation and dimensionality. This foundation will be used in subsequent lessons to build complete material layers using the splatter node system.

Duration: 11m 19s

Spline Tools
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09Building a Splatter Map

This lesson showcases a sophisticated approach to creating realistic fiber materials using procedural scatter maps with multiple control layers. The key insight is that by controlling placement rather than simply masking output, and by utilizing vector maps for directional growth, you can achieve organic-looking results that respond naturally to underlying geometry. The flexibility of Christopher's workflow enables real-time adjustments and reuse across multiple assets, making it an efficient solution for production environments.

Duration: 16m 19s

Building a Splatter Map
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10Substance Outputs

The main takeaway from this lesson is that proper output organization in Substance Designer significantly improves workflow efficiency when using external rendering software. By creating separate, well-labeled output channels and publishing materials as .sbsar files rather than simple texture maps, artists can maintain procedural flexibility and reuse materials across multiple objects without creating discrete files for each application. This approach transforms Substance Designer from a simple texture creation tool into a powerful system for generating adaptable, context-aware materials.

Duration: 10m 18s

Substance Outputs
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11Expose Parameters

Exposing parameters in Substance 3D Designer is essential for creating flexible, reusable materials that can be adjusted procedurally across multiple objects and scenes. The key is striking a balance between providing sufficient control and avoiding excessive complexity. Mostly, this is done by selecting strategic parameters that offer the greatest versatility with minimal effort. Christopher's workflow enables artists to create diverse material variations from a single .sbsar file, significantly improving efficiency in production pipelines.

Duration: 18m 23s

Expose Parameters
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12Prepping for Maya

This lesson provides a robust method for transferring Substance 3D Designer materials to Maya while managing compatibility limitations. By creating both texture backups and a properly configured .sbsar file with baked-out incompatible features, artists can maintain flexibility through exposed parameters while ensuring their materials work reliably in external rendering software. Christopher's careful preservation of the original graph structure allows for future modifications, while the embedded bitmaps eliminate dependency issues.

Duration: 9m 11s

Prepping for Maya
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13Substance in Maya

This lesson presents an efficient, render-friendly method for achieving convincing stop-motion felt aesthetics without the computational cost of traditional fur systems. By leveraging Substance's parametric capabilities within Maya and employing a multi-layered geometry approach with strategic opacity mapping, artists can create highly controllable, variation-rich felt materials that render quickly. The workflow's flexibility, which allows real-time adjustments and infinite variations from a single Substance file, makes it particularly valuable for production environments where iteration speed and render efficiency are critical.

Duration: 33m 39s

Substance in Maya
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14Conclusion

This final lesson demonstrates essential workflow optimization for Substance materials in production environments. By converting procedural Substance graphs into baked textures once finalized, artists can significantly improve scene performance while maintaining visual quality. Christopher emphasizes practical efficiency through cached files and proper compositing workflows, providing viewers with production-ready techniques for integrating procedural textures into professional rendering pipelines.

Duration: 4m 38s

Conclusion
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Primary tools

For this workshop you’ll need:

Substance Designer
Maya
V-Ray

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

Project Files

When you download the workshop files, you'll get access to complete Maya and Substance Designer texturing workflow files. Inside, you'll find:


  • Maya project files (.mb) – Both work-in-progress and finished versions of the Mouse Warrior scene to follow along or reference the final result
    - Substance Designer materials (.sbs, .sbsar) - Procedural material graphs and compiled materials for creating realistic textures
    - Complete texture sets (.png, .jpg) - Ready-to-use base color, height, roughness, and sheen opacity maps exported from Substance at multiple iterations
    - Supporting assets - Reference renders, environment files, and additional 3D elements to enhance your scene setup

Skills Covered

Who’s this Workshop for?

This workshop is designed for 3D artists, texture artists, and material specialists who work in Maya, Blender, Cinema 4D, or similar packages and find the technical interface of Substance 3D Designer intimidating. It's perfect for intermediate to advanced artists seeking creative-friendly approaches to procedural material creation.


Technical directors, lookdev artists, and freelancers will also benefit significantly from learning these non-coding techniques. The workshop provides practical skills for creating flexible, tileable materials that can be customized across multiple projects, making it valuable for anyone wanting to streamline their material workflow.

Learning Outcomes

By completing this workshop, artists will master creative-friendly techniques for building professional procedural materials in Substance 3D Designer without requiring coding skills.


Key skills include:

  • How to navigate Substance 3D Designer's interface using artist-friendly methods and workflows.
  • How to create lifelike felted materials using procedural techniques without fur systems.
  • How to build seamlessly tiling .subsar files that work across multiple 3D applications.
  • How to expose parameters for real-time material customization within host applications.
  • How to integrate procedural materials into Maya, Blender, and Cinema 4D rendering pipelines.
  • How to optimize material networks for flexibility and reusability across different assets.
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Workshop
Creating Stopmotion Felt in Substance 3D Designer
Procedural Surfacing using Substance 3D Designer, Maya & V-Ray with Christopher Barischoff
A Workshop by Christopher BarischoffCG Supervisor at Fiat Lux Animation
intermediate
2h 57m
14 Lessons
Instructor Christopher BarischoffCG Supervisor at Fiat Lux Animation

Christopher Barischoff is an Animation and VFX artist with over 17 years of experience, known for his innovative approach to CG as a creative tool rather than a standard necessity. He has worked on mixed-style productions at Netflix Animation, StoryBots Inc., The SPA Studios, and Flying Bark Productions, gaining a versatile and experimental perspective on digital production.


Christopher enjoys exploring and teaching alternative CG techniques that challenge conventional rules, helping students and colleagues expand the creative potential of animation and visual effects across films, series, and mixed-media projects.

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  • Chris is a phenomenal artist with a vast knowledge of the tools and artistry needed to succeed in animation. His guidance been has instrumental in my growth as an artist.

    - Masha Zarnitsa
    Senior Lighting & Compositing Artist

  • Chris has always shown a deep understanding of his craft and an effortless ability to explain the more complex part of it to those outside the art of lighting. I highly recommend Chris both as a lighter and teacher of this art form.

    - Dylan Holden
    Storyboard Artist at Disney Television Animation

  • Chris is like a digital alchemist. I would give him all of these crazy, disparate parts, and somehow he would pull them together to create pure gold!

    - Evan Spiridellis
    Co-Founder of Spiridellis Bros. Inc.

  • Chris is a phenomenal artist with a vast knowledge of the tools and artistry needed to succeed in animation. His guidance was instrumental in my growth as an artist.

    - Masha Zarnitsa
    Lighter at Disney Feature Animation

  • Chris is like a digital alchemist. I would give him all of these crazy, disparate parts, and somehow he would pull them together to create pure gold!

    - Evan Spiridellis
    Showrunner for Storybots

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