A more complete breakdown, as well as breakdowns for wicker, cypress bark, burlap/canvas, and more is found on my my Artstation site.

Also, for those interested in seeing the Substances I authored for Rome: Fantasy Pack I up close, there is a free, playable demo in the Unreal Engine (VR too!) on my website.

Making such gigantic projects all by yourself should have taught a thing or two about organization and pre-production: any tips to share on this topic?

Source control is vital. I have a separate machine setup as a Perforce server. Granted it has a steep learning curve, but Perforce is free for small teams, so why not? I store my Max files, Unity and Unreal projects, etc. on there. I also take advantage of Dropbox and OneDrive to store my Substances since the files are small.

I tend to author a lot of modular Substance nodes; ones that combine an entire tree into a single node with sliders and tweakable parameters. I’ll pack them up and put them into the correct Substance Designer folder so I can reference them by hitting the spacebar inside the graph.

Learn how to construct your levels in a modular fashion. I never know what the end result of my level is going to be until it’s done, so I feel it’s important to produce content that encourages iteration. The cornerstone of the Substance workflow is being non-destructive, so constructing modular 3D meshes certainly goes in tandem.

Do you have any Substance Painter/Substance Designer quick tricks that save you some time on a daily basis?