Turntable Pop-up of different Seeds: Water - Canyon - Lava. Extrusion is being generated purely by the height map via tessellation!
INDIVIDUAL BUILDINGS: Every building has its own complete PBR channel set: Albedo, Normal, Height, Roughness, Emission, Metallic, Ambient Occlusion
The primary function that ultimately created just about everything was max-blending alphas in Substance to create the different heights. From there filters happened to parse out different sections of the buildings
Introducing the monster of a personal Substance Designer project: THE METROPOLIS GENERATOR
This is a both a project for personal and illustration use. I came across a few examples of what one could push Substance Designer to create and felt the need to challenge myself and create my own! This has been an extremely rewarding self issued project that my Wife and I developed. Fundamentally I wanted to be able to create a script to generate primary and secondary environments for comics, games, real time, and random projects!
I started with creating individual buildings, and arraying them as chunks and blocks, preserving as much parameters as I could possible, then adding a new layer of information such as roads, or "water", and airports. It was a non-linear process that ultimately lended itself to adding 2 different biomes than a regular city / trees / water. I created a toggle for generating a Lava Biome and a Canyon Biome.
There will most likely be a follow up break down of the entire script!
The script is 100% Generated using Substance Designer, rendered in Marmoset Toolbag, with some post-production in Affinity.
Thanks for looking!