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Workshop

Creating Complex Materials for Games in Substance Designer

A Workshop
by Kat Tamburello

Utilizing Parameters to Create Multiple Materials with Kat Tamburello

beginner
3h 44m 44s
10 Lessons
A Workshop
by Kat Tamburello
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Learn how to create various materials for games using Substance Designer in this 3.5-hour workshop by Kat Tamburello, Senior Texture Artist at id Software. This beginner to intermediate level tutorial walks through the process for creating a complex material in Substance Designer that can be used to create multiple material variations.


This tutorial will provide the building blocks needed to effectively create any style of material in Substance Designer that upholds the technical standards required for games. Initially, Kat will begin by discussing how to gather proper references and preplan a material graph. She will then cover how to create the dirt and cobblestones that are the base of the material. Once the initial block-in has been completed, you'll learn about the importance of consistent metrics like establishing height scale, texel density, and consistent scale across a project.


After covering the foundation of material creation, you'll learn about creating individual assets, such as flowers, rocks, and sticks. With these assets created, you'll learn how to use the Shape Splatter node to scatter these assets across the ground.


To conclude the workshop, Kat will discuss parameters so that you can create many variations of materials with just this one project.

10 Lessons

01IntroductionFree

In this lesson, Kat introduces herself and talks about her background working at major AAA game studios. She explains her specialty in materials and how the professional workflows she uses are the same ones she’ll teach in this workshop. These skills help her create a wide range of materials efficiently and are a big part of what’s made her a successful environment artist in the games industry.

Duration: 45s

Introduction
02Gathering References

In this lesson, Kat gives us an overview of the workshop ahead, outlining the materials she plans to make, and the research and reference gathering that's required. By combining technical planning and online research with personal photography and physical exploration, she explains how to make work more authentic and distinctive.

Duration: 11m 43s

Gathering References
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03Preplanning

In this lesson, Kat breaks down complex materials into simple layers and target elements in order to make the creation process more approachable. By thinking through layer order, component hierarchy, potential variations, and exposable parameters before starting, she shows how artists can create flexible, reusable materials that save time.

Duration: 10m 19s

Preplanning
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04Making the Base Ground & Cobblestones

In this lesson, Kat runs through her process for making a base cobble stone material for the overall set of materials in this project. Beginning in Substance Designer, she demonstrates how thinking procedurally and staying relatively organized on your Substance Designer graph allows for easier adjustments and collaboration with development teams. By combining multiple techniques, the resulting cobblestone material achieves a realistic and hand-crafted appearance.

Duration: 17m 57s

Making the Base Ground & Cobblestones
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05The Importance of Consistent Metrics

In this lesson, Kat talks about metrics and scale within Substance Designer; a concept that will ultimately make sure all the tiling materials work properly together. While it may not be the most exciting aspect of material creation, metrics prevent common issues like mismatched resolutions, improper height blending, and unrealistic scale differences between assets. By adhering to a standardized height scale and texel density, artists can ensure that all materials can live together in a scene.

Duration: 25m 10s

The Importance of Consistent Metrics
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06Shape Creation: Making Assets for Scattering

In this lesson, Kat walks through the meticulous creation process for each different shape element of the path material, consisting of different plant, rock and debris features. In order to maintain organization and efficiency when making all of these features, Kat breaks each out into separate subgraphs before re-integrating them into the main material.

Duration: 56m 40s

Shape Creation: Making Assets for Scattering
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07Shape Splatter: Scattering Assets

In this lesson, Kat looks at the Shape Splatter node in Substance Designer, which is used throughout the rest of the material graph, and a powerful tool for creating complex materials by providing granular control over how elements interact with underlying surfaces. Acting very much like a multi-tool for placement, the parameters within this node allow Kat to achieve natural-looking results for different material types, from organically growing moss that hugs surfaces to rigid stones that rest on terrain.

Duration: 28m 57s

Shape Splatter: Scattering Assets
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08Color & Gloss

In this lesson, Kat shows how she controls color and gloss in her material by breaking them down into separate parts. She explains why it’s important to keep surface types and their physical properties consistent, so everything looks like it belongs in the same environment. To do this, she pulls information from different parts of her graph, and uses Shape Splatter nodes and their outputs to make the process much simpler and more efficient.

Duration: 38m 14s

Color & Gloss
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09Exposing Parameters

In this lesson, Kat explains the basics of parameters in Substance Designer, their uses and what it means to expose them. Creating these controls enbles artists to transform static node graphs into dynamic systems that can generate numerous variations of a material efficiently. In this system, the balance between functionality and simplicity is essential; expose enough parameters to enable meaningful customization.

Duration: 25m 43s

Exposing Parameters
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10Conclusion

In this final lesson, Kat reviews the key takeaways from the workshop, walking through each stage of the process from start to finish to show how a professional, game-ready material comes together. She also wraps up by demonstrating a few quick ways to present your finished material directly in Substance Designer using the built-in IRay renderer.

Duration: 9m 16s

Conclusion
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Primary tools

For this workshop you’ll need:

Substance Designer

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

Skills Covered

Who’s this Workshop for?

This workshop is aimed at beginner-to-junior texture artists, environment artists, and technical artists working in game development who want to master Substance Designer. Artists with basic software knowledge looking to create production-ready materials will find this training very useful, as Kat Tamburello goes over everything you need to make unique textures.


These lessons will provide industry-standard techniques and workflows that’ll translate directly to professional game development and environment applications. This fact makes the information here valuable to 3D generalists, indie developers, and even students pursuing game art careers looking for comprehensive texture development training.

Learning Outcomes

By completing this workshop, artists will have gained the foundational skills and advanced techniques needed to create complex, unique, and game-ready materials in Substance Designer.


Key skills include:

  • How to gather proper references and effectively plan material graphs in advance.
  • How to create realistic dirt and cobblestone base materials using procedural workflows.
  • How to establish consistent metrics including height scale, texel density, and project-wide scaling.
  • How to model and integrate individual assets like flowers, rocks, and sticks within materials.
  • How to use Shape Splatter nodes to naturally scatter assets across ground surfaces.
  • How to implement parameters for creating multiple material variations from a single project.
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Workshop
Creating Complex Materials for Games in Substance Designer
Utilizing Parameters to Create Multiple Materials with Kat Tamburello
A Workshop by Kat TamburelloSenior Texture Artist at id Software
beginner
3h 40m
10 Lessons
Instructor Kat TamburelloSenior Texture Artist at id Software

Kat Tamburello is a Gnomon School graduate and Senior Material/Texture Artist at id Software, where she brings over eight years of experience building high‑quality game art and materials for AAA titles. Before joining id, she worked as an environment artist at Santa Monica Studio, contributing to the critically acclaimed God of War Ragnarök on environments like Vanaheim.


Kat's work spans complex material authoring, procedural workflows, and texture creation, skills she applies across major projects including DOOM: The Dark Ages during her time at id Software.

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  • Kat is an incredibly talented artist who possesses a keen understanding of artistic fundamentals like scale and composition. She efficiently creates high-quality work using a versatile skill set that empowers her to succeed in many areas of the art pipeline. Kat's contributions to the team at id Software are undeniable, and she sets a great example for those around her.

    - Nicholas Clark
    Lead Materials and Gore Artist at id Software

  • Kat is a genuine artist who has always demonstrated a high skill level beyond her discipline. She has always actively sought to share her knowledge and inform those around her to elevate her work. I have had the good fortune to witness the effect of her focus and positivity on the project by way of how she works with the team. Kat brings both a unique perspective and focused edge to tasks, which is also true for this workshop.

    - Colin Geller
    Principal Concept Artist at id Software

  • Having worked for some of the best games studios in the world, Kat is the first person I would approach to learn about Substance Designer workflows. In taking this course, you will be learning from the best the industry has to offer.

    - Blair Mackay
    Environment Artist at Mold3D Studio

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