All of our textures start the same way any piece of art would start. With concepts, sketches and prototypes.
We have an entire “idea” library which our team can draw from when they’re ready to begin a new material. Long ago, we realized that the best way to run an inspired art team was to allow the individual artists to pick the topics in which they want to focus on. The results are inspired, fun pieces of artwork, which we hope are as useful as possible to our customers.
After a concept is approved, then our team will begin work. Another of our core philosophies as a team is to use the right tools for the right jobs. If a material would be better served by Procedural Generation, than that artist will use Substance Designer to create a top-level Substance. If the material would be best served by traditional hand-sculpting in Zbrush or Mudbox, or high-poly modeling, baking, and hand-painting in Photoshop, then that’s what we will do.
The entire process is run by our proprietary pipeline software called GT Materializer. Materializer allows us to connect each product to our pipeline, and guides and assists our artist in every step from the very bare beginnings of a material, all the way to uploading all of the finalized files, cataloging and finally, to filling out the relevant meta-data, product titles, descriptions, linking the images, categorizing and tagging on our site.
Each material is hand-built, and in general take us between 2-8 hours to build.