Hello to all material lovers.

From the beginning, we promised that Substance Source would be an ever-evolving, always improving ecosystem between Allegorithmic, Substance, and artists who use and contribute to Substance Source. Today is a big day for us as we introduce a new concept: our Signature Series.

The concept is simple: the Substance Source team gives carte blanche to an artist to create a selection of materials on the theme of their choice.

Our goal for the Signature Series is to provide you with the highest-quality materials, as well as ready-to-use content that meets the needs of Substance Designer users. We want knowledge to be accessible, and here we will share the .sbs files of every single material. We firmly believe that the best way to achieve excellence is to explore materials designed by the best Substance artists.

Our host today is Daniel Thiger, aka "Dete".

Daniel is a consummate craftsman with a long experience in the video game industry. He is currently Lead Environment Artist at Bungie, in Seattle, where he worked on both games in the Destiny series. For Substance Source, Daniel produced a selection of 15 fully procedural ground materials, so detailed that they are virtually indistinguishable from scanned materials.

Welcome, and take a deep dive into Daniel’s universe, as he guides us through his creative process.