Substance Designer freelancer
Procedural materials, generators and Designer tools.
More than 435 materials created across texture libraries, games, products, fashion, food, software and commercial 3D.
Relevant visual proof
Procedural materials, source graphs and reusable utilities.
Procedural material authoring
Graphs that create the right result—and remain useful after delivery.
I build Substance Designer materials around the production decision they need to support: matching a reference, generating controlled variations, scaling a library or giving artists a reusable tool.
My freelance Substance Designer experience includes material work for Marmoset, Poliigon and GameTextures.com, alongside long-term independent material development through Moohnfa.
Capabilities
- Procedural PBR material graphs
- SBS and SBSAR development
- Artist-facing exposed parameters
- Custom nodes and utility graphs
- Fabric, wood and surface generators
- Damage, wear and variation systems
- Graph cleanup and optimization
- Presets, documentation and handoff
Designer vs Painter
Choose the tool based on the production problem.
Substance Designer is strongest when a material must tile, generate variations, expose controls or become part of a reusable system. Substance Painter is strongest for mesh-specific texturing and hand-authored asset detail. I can work across both, but this service is deliberately focused on procedural material authoring in Designer.
FAQ
Can you improve an existing Substance graph?
Yes. Existing graphs can be audited for readability, scale, parameter design, output consistency and unnecessary complexity before targeted improvements are made.
Can you create custom generators for our artists?
Yes. The generator is designed around the decisions artists need to control, then packaged with presets and documentation appropriate to the team.
Can you work inside our naming and export standards?
Yes. Naming, outputs, bit depth, normal format, channel packing and folder structure can follow an existing studio specification.
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