Creating Manufactured Materials with Substance Suite

Developing manufactured materials in Substance Designer, followed by importing them into Substance Painter to enhance with additional variations, intricate details, and aging/used effects.


Candice Chou

2/15/20231 min read

Final Render

Responsible for all aspects less HDRI and Sound

Software: Maya, Substance Designer, Substance Painter, Photoshop, Unreal Engine 5


Employing Substance Designer and Substance Painter to create seamless, photorealistic materials and textures is a key aspect of this project. Initially, I focus on depicting the characteristics of the new/clean version of the materials in Substance Designer. Subsequently, in Substance Painter, I apply grunge and dirt to achieve an old/used appearance, guided by provided references. To complete the visual narrative, I take charge of setting up the scene and orchestrating the final render within Unreal Engine 5.


We encounter manufactured materials in various aspects of our daily lives. For my narrative scene, I've chosen to focus on a Japanese tabletop BBQ restaurant, inspired by the lively ambiance of Yakiniku dining, particularly during peak hours. The energetic atmosphere is defined by the sizzling sounds of meat on grills and the lively chatter of diners. My aim is to depict the scene both before and after the meal, capturing details such as oil stains on the grill net, surface oil residue on the clay grill, and the presence of dirty plates, enhancing the authenticity of the narrative.


Finding a brand-new object for reference is straightforward, but crafting a compelling narrative scene requires a deeper understanding of how objects accumulate wear and tear. It's crucial to delve into the details of how, for instance, an oil stain forms on a grill, what burn marks might appear on the wooden base, or the specific appearance of a greasy plate. Therefore, thorough research of references becomes a pivotal step in this process.

Making of the raw materials in Substance Designer