- 3^-3 As A Fraction
- Substance Designer 2019 3 3 Ring Binders Box
- Designer 3 Binders
- Bleach Vs Naruto 3.3
Chelation / ˈ k iː ˌ l eɪ ˈ ʃ ə n / is a type of bonding of ions and molecules to metal ions. It involves the formation or presence of two or more separate coordinate bonds between a polydentate (multiple bonded) ligand and a single central atom.
Control is the latest release of Finland-based game studio Remedy Entertainment. Their take on the Brutalist architecture had them opt for Substance Designer to create materials for the game’s impressive concrete environments.
Introductions
3D-Generalist based in Vienna, Austria - Christoph Schindelar has shared some incredible realistic Real Displacment Textures created in Substance Designer and Unreal Engine. Substance Designer 5 tutorial: Creating a procedural rocky ground material These are demos of my upcoming 'Real-displacement-textures', 3d-scanned. Jul 31, 2019 Description - This video gives a brief overview on using a custom substance designer utility node called the pattern packer node. The node generates a random pattern with non-overlapping. 3-Ring Binder (for handouts and notes) (the best habit is to get several binders, each in a different color, one for each class) 12-inch ruler (in inches and centimeters) External Hard Drive (1TB minimum to back up files) Wacom Tablet Intuos Pro 8×10; Pastel Canson Paper Pad (14 x. Uploaded: almost 5 years ago Updated: almost 5 years ago Version: 1 File Name: SciFiPanel11.7z Size: 84.8 KB.
Hey, I’m Miro Vesterinen. I’m a Senior Environment Artist at Remedy Entertainment in Espoo, Finland. I’ve been working in the industry for 5+ years now, currently working as the active environment art lead for shipping Control and for the future DLCs.
I had always been very interested in games and the usual; computers, movies, comic books, etc. And I’ve also always been very interested in Arts and visual mediums, so this naturally pushed me into working with 3D. I’m not sure if there ever was a defining moment that I decided to get into 3D and games, more like a natural flow of events.
I did study Game Art here in Finland and at Teesside University, in the UK. After my graduation, I got a position as a 3D artist at a smaller PC games company, and after a couple of years, I started at Remedy in the Environment art team and have been here ever since.
Remedy Entertainment
Remedy is a game studio in Finland, founded in 1995. Best known for AAA cinematic-action PC and Console game franchises like Max Payne and Alan Wake. Remedy has focused on memorable characters with highly focused action gameplay. The latest title from Remedy was Quantum Break, released in 2016 for PC and Xbox One, and currently we are working on CrossfireHD and CrossfireX single-player campaigns, Vanguard as well as Control of course.
Personally, I’ve been at Remedy now for roughly three years. I started on Crossfire, but moved on to Control early on during its pre-production, so I have been working on Control most of my time here.
Control has just been released. How are you feeling?
Excited, relieved, maybe a bit scared even. I think it is common to get these types of mixed feelings with every game release, especially with a new IP. We have been getting positive reactions from the press and from influencers who have had the chance to play it early, so I am quite confident that people are going to enjoy it.
Substance in Production
We already used Substance in the production of Crossfire, but with Control we moved to a fully Substance based pipeline, so all of the edits done to textures were through Substance. Setting up the templates and shelves for the company was quite painless and we also had a Substance workshop to make sure the team had the skill required and up to date knowledge of the package. The substance tools are quite intuitive to use, so this process didn’t take too long.
As this was the first time we started building our Substance pipeline on the Environment art side, we didn’t yet have the best practices nailed down. So Control, in a way, was also a pilot to learn what and how to do things, and what not to do in the future. I feel that we now have a much better understanding of how to improve and streamline our workflows regarding texture creation and I’m excited to see how far we can push it.
We were also able to set up some content validation tools that we have in Northlight (Remedy’s custom engine) straight into Substance as well, so we could quickly and effortlessly check that, for example, all diffuse albedo values are within a reasonable range and so on. We’ll keep on working to improve these tools for our internal use, but for now, we were able to cover the use cases that we needed for Control. Overall we felt that the Substance toolset helped us to ship the game in time, with good quality, and with a relatively small environment art team.
Visual Style of Control
After we decided that we’d go with the iconic Brutalist Architecture art direction, we knew that we needed to focus on the surface shapes, materials, and lighting to create the mood and aesthetic that we wanted to achieve with Control. The brutalist architecture is known for its geometric, block-like structures and very pure or honest building materials; raw concrete, bricks, steel etc. In Control this represents the security and solidity in the face of the unknown.
So we needed tools to make these “simple” and often repeating surfaces interesting and consistent in quality, and this is where Substance really shined for us, as we were able to iterate fast and non-destructively.
As we knew that we’ll need to create a wide range of concrete materials, we created quite a few custom nodes to speed up the base creation; These were mainly pores, cracks, micro surface roughness or noise, and concrete peeling among few other generators. Early on we also looked into the possibility of using one “master” concrete generator, but we ended up with a more lightweight solution of using multiple smaller nodes to keep it more customizable. The benefit of using these same custom generators throughout the game made sure that the quality and end result was consistent, and that we were able to create quite a large amount of variation in a short amount of time, which was crucial due to the size of the development team.
Pipeline
All of the environment props were textured in Substance Painter and most of the tileable surfaces were fully created in Substance Designer. We don’t currently have the Substance file integration in-engine, but we do have custom exporters and project templates for the textures in Control. This is to ensure that our naming conventions and texture formats stay consistent. Overall, Control relied heavily on the use of Substance for our texture creation.
We have also been working on a more robust Substance to Northlight integration to unify the shading between the two packages to provide artists almost one to one representation while working in Substance, but this is still a work in progress transition that will hopefully improve our workflows for future titles.
Boarded concrete material in-editor screenshot
I’ll show you the board-formed concrete that was kinda the backbone of our concretes, it’s not necessarily the most challenging, but shows a lot of the elements I mentioned earlier and a lot of the things in this graph became the custom nodes that we needed for future materials, some of which weren’t concrete at all. All our tileable architecture materials were created in a 4 by 4m scale, so we could easily change materials on our meshes, and we knew that our generators would always be in the correct scale by just drag and dropping them onto a new graph. It also helped us not to focus on details that are too small while working on the material.
Our workflow at Remedy is pretty standard, we build the height map first, and then move on to the diffuse and smoothness maps. Starting from the big shapes and gradually working to smaller ones. We mostly use just a single “Height to Normal” node at the end of the height combine chain. We use a 0.5 middle gray as the starting point for all our heightmaps, this ensures that we can easily blend the materials together.
As the material team mostly consisted of me, we didn’t have too strict rules, for Control, on how to arrange the Substance graph as long as needed frames and comments were there and that the graph was easy enough to follow. For future projects, we already have a more structured processes in-place and clear documentation on how to build our Substance graphs and what parameters to expose, as bigger development teams require more structural approach.
After we had our height map and different generators set up, we realized that concrete usually has a lot of color variation, especially the rougher ones, and this really defines the look and makes the surface more interesting to the viewer. So we put a lot of effort into making sure that our diffuse maps have a wide range of minor color variations and other details.
And like I mentioned before, a lot of these framed elements became or were custom nodes that were used on other materials as well. I’ll give a quick breakdown of our wood veins generator that was used to create the surface for our board-formed concrete. The same generator was also used on a large number of the wooden surfaces of the Executive sector and throughout the game, so we wanted it to be simple and versatile enough for future use.
We’ll start by creating the veins seen on the surface of the wood. Overall the graphs are quite simple. We start by elongating standard paraboloids with different luminance and size and add some blurring to smooth out the edges between the shapes. After that, we add multiple warps to achieve a more natural wavy pattern.
Once our base shape is ready we run it through gradient node to get those ring-like shapes seen on wood. We used a dynamic gradient with a linear gradient to easily adjust the number of rings needed. Finally, we add some extra noise and roughness to break up the shapes with warping and blending to make the rings more coarse and wood-like.
And to finish it up we start by creating the height map and blend in some wood fibers for more variety on the surface. After this, there are just some scale adjustments left and we can generate the normal and masks for different purposes. We wanted to keep these base nodes simple enough that the users could then easily expand upon on their graphs.
Always plan the scale and resolution of which you want to create your textures so that reusing materials on different surfaces becomes much easier. I’d also recommend always working from big to small shapes and thinking on how you can break to surface into a reusable nodes or smart materials, to keep the quality and style consistent. Substance Designer graphs can also quickly become spaghetti, so it’s a good idea to add frames and comments for future reference.
For the more simple surfaces, like concrete, focus on the subtle details that really make the surface. Gathering a lot of references is crucial even for these “simple” surfaces.
I think about 75% of our tileable materials are some sort of concrete, and there are around 50 or so different concrete materials so that’s quite a lot. Working in Control made me really realize how many different types of concrete and finishes there are and how they affect the end result. In the end, concretes vary from very coarse to very smooth or fine surface, and just a few different elements in it really define the outcome of how the concrete looks. This also made me appreciate the smaller details; concrete isn’t just a gray mass but it has a lot of subtle color variations, ranging from browns to greens and blues that come from the cement and the gravel that is used as aggregate when creating concrete. But in the end concrete is also a relatively simple material that worked as a perfect backdrop for our lighting, so it’s also very functional material when building environments.
![Substance Designer 2019 3 3 Ring Binders Substance Designer 2019 3 3 Ring Binders](https://docs.substance3d.com/spdoc/files/172825476/180191319/1/1555567636793/txtset_resolution_optim.gif)
I see that we’ll keep on working on the Substance and Northlight integration and keep building a material library with custom nodes and tools. Control in many ways was a learning process for us and we are keen to improve our workflow.
Control was released on August 27 on PS4, Xbox One and PC. I hope you’ll enjoy the game as much as we enjoyed making it. And thank you to the Substance team for the opportunity to share about our workflow and material creation for Control.
We are always looking for new talent to join Remedy, have a look at our open positions right here.
This page regroups all the changes that happened to Substance launcher, from new features to bug fixes.
1.5.2 Beta
(Released: April 27, 2020)
Summary: Release of the Decals category and some minor improvements
Summary: Release of the Decals category and some minor improvements
Added:
- [Source] Support of the new Decals category
- [Performance] The launcher should now consume less CPU when minimized
- [Integrations] Adding the Substance Player to the integration tab
- [Integrations] Improve UX navigation experience
Fixed:
- [Source] Some materials image did not appear
- [Source] A 'default' type appeared next to the SBS and SBSAR format
- [News] Articles does not update correctly
- [Login] Auto-reconnection failed
(Released: March 16, 2020)
Summary: Some after release minor fix
Summary: Some after release minor fix
Fixed:
- Articles are duplicated articles when a release post is the most recent article on the product pages
- The version is not displayed as initially intended
Known Issues:
- Log off may happen when exiting sleep mode of the computer
1.5.0 Beta
(Released: March 11, 2020)
Summary: In this release we have improved the user's experience by adding a new important integration tab
Summary: In this release we have improved the user's experience by adding a new important integration tab
Added:
- New Integrations tab
- The Substance launcher now properly works with MacOS Catalina
- The launcher can now minimize at restart
- Adding the collections support in Source tab
- Adding the bullet points to navigate through the previews of materials in Source tab
- Modifications in the settings are now automatically saved when closing them
- Improvement is made in the display of versions
Fixed:
- Installing all three softwares at once makes one of the installations freeze
- Launch fail if both a release and beta version are installed (now it focuses on released version)
- In the Source tab, when scrolling down, some top down materials may load the wrong previews when clicked
Known Issues:
- Log off may happen when exiting sleep mode of the computer
(Released: December 20, 2019)
Summary: Bugfix with addition of atlasses in Source tab
Summary: Bugfix with addition of atlasses in Source tab
![Substance designer 2019 3 3 ring binders amazon Substance designer 2019 3 3 ring binders amazon](https://images-na.ssl-images-amazon.com/images/I/51sJ5SPsuAL._AC_SL1000_.jpg)
Added:
- [Source] Addition of atlasses
- [3D content] Switch account easily in Sketchfab
- Update Tabs content
Fixed:
- Various spelling mistakes
- 'F' shortcut to focus on sketchfab viewer opens a pop up window
1.4.0 Beta
(Released: December 12, 2019)
Summary: Major release with new 3D Content tab with Sketchfab integration and send glTF files to Substance Painter
Summary: Major release with new 3D Content tab with Sketchfab integration and send glTF files to Substance Painter
Added:
- New tab for Sketchfab
- [3D Content tab][Title Bar] Add download progress bar to the 3d content
- [3D Content tab] New left panel
- [3D Content tab] New section Browse
- [3D Content tab] New section My uploads
- [3D Content tab] Add local files button
- [3D Content tab][Categories panel] New panel
- [3D Content tab] Banner Login Sketchfab
- [3D Content tab] Banner Logout Sketchfab
- [3D Content tab] Authentification with Sketchfab account
- [3D Content tab][Header UI] Header bar
- [3D Content tab][Header Bar] Add all filter + search functionality
- [3D Content tab][Header Bar] New drop down Features with check boxes
- [3D Content tab] Content panel
- [3D Content tab][Content Panel] Create infinite scroll behavior for the main content panel when the user scrolls
- [3D Content tab] Preview panel - basic Preview
- [3D Content tab][Preview Panel] Display a SketchFab frame for asset preview
- [3D Content tab][Preview panel] Add dynamic links and asset information
- [3D Content tab][Preview panel] Add download and license..
- [3D Content tab][Preview Panel] Add send to Painter
- [Settings] Add a path selector setting for download path of 3d content
- [Settings] Add option to run Launcher at startup
- [Product tab] New Technical Requirements link-section per product
Fixed:
- [MacOS] Quit does not work from Dock
- [MacOS] Cannot restart while Launcher active
- Launcher update cancels other updates
- Launcher requires update every time it is launched
- Release notes URL of launcher does not send to the correct page
- Minor issues
(Released: November 14, 2019)
Summary: Bug fix
Summary: Bug fix
Added:
- [Notification center] Add new messages and make them consistent
- [Source][UI] Scale up Send to Spinner
- [Source] Add Downloading State
- [Source][Quick Menu] Add Open Substance Source tab in quick menu
- [Source] Some Assets not available as SBS to be sent to Substance Designer are now marked as not available
- [Source] Queue 'send to' events until products are launched
- Updated various links to match the new format
Fixed:
- Broken article images
- [Linux] Linux version can not be used on >=1.3.X-beta versions
- Additional minor bug fixes
1.3.0 Beta
(Released: August 19, 2019)
Summary: Improvement of the tab Source with major new functionality: downloading and sending materials to Substance Designer, Painter and Alchemist
Summary: Improvement of the tab Source with major new functionality: downloading and sending materials to Substance Designer, Painter and Alchemist
Added:
- [Source] New top toolbar
- [Source][New top toolbar] Addition of a search bar
- [Source][New top toolbar] Addition of a filtering asset dropdown
- [Source][New top toolbar] Display of the points
- [Source] Add a tab Browse Left column in Source tab
- [Source] Add a My Assets Tab Left column in Source tab
- [Source] Add Local File left column in Source tab
- [Source] Thumbnail hover scrolls through presets images
- [Source] Improve Source loading performance
- [Source] Send to new functionalities: send materials to Substance ecosystem
- [Source][Send to] Download and send to materials to Substance Designer
- [Source][Send to] Download and send to materials to Substance Painter
- [Source][Send to] Download and send to materials to Project Alchemist
- [Source][UI] Ring feedback for send to
- [Source][Send to] Icons are colored, if the asset has already been sent to that app
- [Alchemist] Access to free trial Alchemist for users without license
- [Notification] Inform users they need to install a new build of Launcher
- [UI] Update with new font
Fixed:
- If no internet launcher does not open
- Launcher installs on disk C after an update
- [Log In][UI] UI issue when relogin with another account
- [UI] Empty space glitch when using Tab
- [Source] the first time you click on 'My Assets', there is no category selected. So it's all empty
- [Source] Filtering asset dropdown rolls back up when closing asset preview
- [Source] Cannot download some materials
Known Issues:
- [Linux] Linux users not updated from version >=1.3-beta due to instability issues
(Released: July 01, 2019)
3^-3 As A Fraction
Active dock 1 1 1999. Added:
- [Log] Improve information in the log
- Homogenize Launcher's login page with website conventions
1.2.5 Beta
(Released: June 05, 2019)
Summary: Bug fix with new features
Summary: Bug fix with new features
Added:
- [Log] Improve information in the log
- Homogenize Launcher's login page with website conventions
Fixed:
- [Notification Center] Black screen when clicking 'Log in again'
(Released: May 05, 2019)
Added:
- Product tabs update
1.2.3 Beta
(Released: April 19, 2019)
Summary: Bug fix with new features
Summary: Bug fix with new features
Added:
- [Notification Center] Filter the number of occurrence of login error messages
- [Notification Center] Reverse date order to list most recent notifications at the top of the stack
- [Log] Improve information in the log and its filename
Fixed:
- EULA window should not have interactive background
(Released: April 05, 2019)
Summary: Bug fix with new features
Summary: Bug fix with new features
Added:
- [Log in] Improved remembering user's credentials with a selection menu and easier ways to clear saved credentials
- [Log in] Added feedback to the login and home pages when a login attempt is pending
- [Notification center] Added a scroll bar that appears when there are many notifications
- [Notification center] Added additional feedback to the notification center when there are no notifications
- [Notification center] Text alignment
- [Konami Code :-] Surprise!
- [General] Improved feedback for when services are down for maintenance or are unavailable
- [About window] Add launcher release notes link in About window
- [Source] Added visual feedback when clicking on My Assets category
- [Data analytics] Option to enable and disable sending usage statistics
Fixed:
- [Product Pages] 'Launch' does not change to 'Install' when selecting another version
- [Source] The message when attempting to download from a Source preview window when not logged out is the same as the main page download
- [Source] Closing the preview window no longer resets the scroll position
1.2.1 Beta
(Released: March 21, 2019)
Summary: Hotfix
Summary: Hotfix
Fixed:
Substance Designer 2019 3 3 Ring Binders Box
- [Windows] Downloads to appear frozen after the download/install completed
- [Source] Preview panel for certain assets does not open
(Released: March 19, 2019)
Summary: Open beta release
Summary: Open beta release
Added:
- Download, install, launch Substance Software suite
- Source integration with preview
- Notification center
- About window
- Launcher settings window
- User settings
- Export log
Designer 3 Binders
Fixed:
- Flickering issue on Windows