
The recent addition of models to this library has provided a huge amount of flexibility – I was able to test out ideas easily, as I wished (placing glasses on the Greek bust, for instance). This rapidity was possible entirely thanks to the ready-to-use assets available in the Substance 3D Assets library if, for instance, I’d had to model from scratch every object in the scene, I would easily have spent four months rather than two on this scene. The results were conclusive – from the first draft to the last render, this project took a little over two months – though, as mentioned above, much of this time was spent discussing and refining ideas with the Substance team. Here, Daniel recounts his approach to the project.Ī key objective of this project was to explore how the resources available on the Substance 3D Assets platform could benefit a creative project of this nature. The Substance 3D team – for this project, specifically Nicolas Paulhac, Anaïs Lamellière, Pierre Maheut, and Marine Kim – sat down with Daniel to discuss the creation of a concept store that would be populated by assets from this latest release.


It didn’t take long to select Daniel as the ideal artist for such a task. The team had previously worked with Daniel Margunato, co-founder and Lead Artist at Oneblock.city, on his archviz scene detailed in our article Bring the Outside In.

#SUBSTANCE 3D TEXTURING PROFESSIONAL#
The team was eager to test out and showcase the use of these assets in a demanding, true-to-life professional scenario, and started searching for an artist with the skill and experience to provide exceptional quality work within such a context. A large selection of this massive release were assets dedicated to retail and interior design, intended to help professional creatives to save time staging retail scenes in 3D. In June 2021 the Substance 3D Assets team released a collection of around 2200 models, complementing the more than 8900 materials that were already available on the platform.
