Substance Days 2026__________ Vinyl Flooring

Here is the project I shared at the Substance Days in march 2026 in San Fransisco.

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Few months ago I built a little liminal space environment, a basic corridor. The idea was to take a simple subject as a sandbox to test few things. I always find the mundane materials and discreet surfaces really appealing. A simple concrete corner with discoloration, a broken edge on a stairs step, a brushed plaster with missing bits or decayed wallpapers in an empty room.
This simple project, slowly evolved into many little setup experimentations, like this Vinyl Flooring.
30 minutes was not much to share on so many topics so I tried to focus on one recipe. If you have questions don't hesitate to ping me, comment on the video or here.

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Most surfaces used in production are simple surfaces used in layering, still there is a lot of artistry when it come to balancing features and finding a good eye circulation. I chose this subject on purpose for the substance days to hopefully share how interesting even the simpliest things can be.
I will never finish this scene as I'm already moving on to other projects but I thought it might have been interesting sharing it here.

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Nothing crazy just me massaging pixels and vertices.

Renders in Blender of the floor recipe. Everything else in the shot is flat color proxys.

Renders in Blender of the floor recipe. Everything else in the shot is flat color proxys.

Overview of the corridor in progress and few assets close up such as the commercial door.

Overview of the corridor in progress and few assets close up such as the commercial door.

More assets for the scene such as the chairs with cushions made in Marvelous and props such as backpack or university vest.

More assets for the scene such as the chairs with cushions made in Marvelous and props such as backpack or university vest.

Overview of the process described in the video from height map, layering, enhancing and final material.

Overview of the process described in the video from height map, layering, enhancing and final material.

Slick version of the vinyl floor for the floor recipe.

Worn version of the vinyl floor for the floor recipe.

Varnished Wood for the commercial doors in the scene.

Painted plaster for the corridor walls.

Step by step for the Vinyl Floor Worn Height Map.

Step by step for the Cracks only.

Step by step for the Vinyl Floor Worn Color from layering, enhancing and atlasing.

The main reason I like to work like this is that it allows me to build really fast and with consistency, collection of materials. This type of assets are the corner stone of game art environments.

The main reason I like to work like this is that it allows me to build really fast and with consistency, collection of materials. This type of assets are the corner stone of game art environments.