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Anthony MicallefDigital Media Designer

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Substance 3D Materials
Home/Projects
3D, AR

Substance 3D Materials

TIMELINEJan 2026
DISCIPLINE3D, AR
READ2 MIN
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Overview

This project is a collection of physically-based materials authored in Substance 3D Painter, exploring the full PBR workflow from mesh preparation through to optimised texture export. Each material was designed to demonstrate production-quality results: realistic surface variation, procedural wear, and outputs suitable for real-time rendering in game engines and AR viewers.

PBR Workflow

The workflow begins with a clean, UV-unwrapped mesh baked in Blender. Normal, curvature, ambient occlusion, and position maps are baked at 4K and imported into Substance 3D Painter as the bake set. These baked maps drive the procedural layer stack, meaning wear, edge damage, and dirt accumulation are calculated relative to the geometry rather than painted by hand.

  • Curvature-driven edge damage using smart masks for realistic wear on corners and ridges
  • Layered material stack with base material, wear pass, and dirt/grunge overlay
  • Procedural grunge using Substance’s noise generators rather than hand-painted detail
  • Metalness, roughness, and normal maps exported at 2K for AR-optimised file size
  • Seamless tiling materials created from the Substance library for environmental use

Material Library

The materials produced span three categories: worn metals, weathered stone, and synthetic surfaces. Each was authored with art direction in mind, not just technical accuracy. A rusted steel surface, for example, was lit and photographed against a neutral background to evaluate how it reads in context, then adjusted based on real-world reference before export.

AR Optimisation

One set of materials was specifically optimised for augmented reality deployment via WebXR. The AR context imposes strict texture budget constraints: a single 2K set per object versus the 4K sets used in offline rendering. Achieving similar perceptual quality at half the resolution required careful control of roughness variation at the mid-frequency range, where the eye is most sensitive to loss of detail.

What I Learned

PBR authoring rewards understanding the physics behind the maps rather than treating them as visual settings. Once the relationship between curvature, edge damage, and the wear process is internalised, the smart mask system becomes a tool for art-directing realism rather than just a shortcut. The most effective materials in this set are the ones where procedural and painted layers were combined, using the procedural pass as a foundation and the painted layer for intentional art direction.

Tools Used

Luma
Luma3D Scan
Blender
BlenderMesh Cleanup
Adobe Substance 3D Stager
Adobe Substance 3D StagerMaterials +
Marmoset Toolbag
Marmoset ToolbagFinal Render

Interactive GameBoy Model

Renders

GameBoy camera hero render
Camera 2 hero render
GameBoy prototype render view
Prototype view
GameBoy second prototype render view
Prototype view 2
GameBoy widescreen staged render
Widescreen scene

Color Palette

Theme and brand colors derived from this project.

Copy Hex
Graphite#1E1F26
Copy Hex
Oxide Copper#3A6E6A
Copy Hex
Sandstone#B68E62
Copy Hex
Highlight#D9D4C7

Table of Contents

Overview
PBR Workflow
Material Library
AR Optimisation
What I Learned

Project Details

TimelineJan 2026
Discipline3D, AR
ClientPersonal Project

Table of Contents

Overview
PBR Workflow
Material Library
AR Optimisation
What I Learned

Project Details

TimelineJan 2026
Discipline3D, AR
ClientPersonal Project

Share This Project

About the Author

Anthony Micallef

Anthony Micallef

Anthony Micallef is the creator of Anton Retro, a platform dedicated to retro gaming enthusiasts. With years of experience in Nintendo homebrew and modding, he creates guides to help gamers get the most out of their consoles.

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