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Workshop

Creating Realistic Cliff Materials using Substance Designer

A Workshop
by Vincent Dérozier

Develop a Material Collection using Substance & Unreal with Vincent Dérozier

beginner
9 Lessons
A Workshop
by Vincent Dérozier
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This comprehensive 4.5-hour workshop by Vincent Dérozier focuses on creating realistic cliff surfaces in Substance Designer, with a strong emphasis on balancing high levels of detail with clear visual readability. Creating believable natural materials is not only about adding more information to a texture, but also about understanding how shapes, forms, and details work together to create surfaces that are both realistic and visually appealing. Throughout this workshop, artists will learn how to build a polished, production-ready cliff material from the ground up and transform it into a complete collection with cohesive variations suitable for use in games, cinematics, and real-time environments.

This series of lessons relies on using standard Substance Designer nodes and tools. No advanced technical knowledge is required, although a basic understanding of the software's interface and core concepts is recommended. Whether you are new to Substance Designer, interested in creating realistic natural environments, or looking to improve your procedural texturing workflow, this workshop will provide valuable techniques and practical insights.

During the workshop, artists will explore the fundamental building blocks of creating a convincing cliff material, including primary shapes and large-scale forms, secondary breakups, erosion patterns, and fine surface detailing. Learn how to identify these different layers of information, construct them procedurally, and organize them efficiently within a clean and readable graph structure. The workshop will also cover color development, roughness creation, texture balancing, and graph optimization techniques to ensure materials remain both visually rich and production-friendly.

By the end of the series, artists will have developed a solid understanding of how to create professional-quality cliff materials ready for real-world production. Discover how to push detail across multiple texture maps while maintaining readability and strong visual hierarchy. Artists will learn how to leverage an existing material graph to generate meaningful variations, resulting in an entire set of related materials that work together as a cohesive collection.

The focus of the workshop is on understanding the artistic and technical process behind material creation, enabling artists to confidently reproduce and adapt the techniques in their own projects.

9 Lessons

01IntroductionFree

Vincent Dérozier introduces his workshop with a brief introduction of his background, including his traditional art training and key career milestones. This lesson also introduces the workshop’s objectives, supported by reference images and render previews to provide context and establish the project's visual direction.

Duration: 3m 35s

Introduction
02Main Shapes

Using Substance Designer, Vincent establishes the material's foundational structure. This lesson includes building base shapes, introducing controlled breakups and deformations, and constructing a clear hierarchical structure.

Duration: 30m 36s

Main Shapes
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03Mid Shapes & Surfacing

This lesson focuses on the development of secondary forms and surface logic. He explores how to define volumes, merge elements cohesively, create stepping effects, and introduces chiseling, mineral characteristics, cracks, and porosity.

Duration: 37m 40s

Mid Shapes & Surfacing
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04Color - Part 1

This lesson focuses on the application of color theory and procedural techniques. Starting from a neutral base, Vincent uses custom noises, gradient maps, temperature variation, mineral deposits, weathering, and patina to reinforce depth and material readability.

Duration: 38m 35s

Color - Part 1
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05Color - Part 2

In this lesson, Vincent demonstrates how creating convincing, realistic stone materials requires much more than a simple base color and curvature pass; it demands careful layering of frequencies, pigments, leaks, and edge detail, all grounded in the surface's height data. By learning how to control what the viewer sees first, second, and third through shape hierarchy and rhythm, he showcases how to achieve detailed, natural, and visually engaging results.

Duration: 43m 8s

Color - Part 2
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06Roughness

This lesson details the construction of roughness variation to support realism and surface storytelling. Topics included in this lesson cover sediment flow patterns, thickness-driven variation, and embedded stone details.

Duration: 15m 51s

Roughness
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07Optimization

In this lesson, Vincent focuses on helping artists understand the efficiency of graphs in production. He examines and explains how to simplify node structures and identify which elements can be reduced without compromising visual fidelity.

Duration: 30m 33s

Optimization
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08Reusability

In this penultimate lesson, Vincent discusses adapting and extending the base graph to generate alternative heightmaps and surface variations, building a scalable and reusable material system.

Duration: 41m 18s

Reusability
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09Wrap-Up

To conclude Vincent’s workshop, he looks at final refinements and render analysis, and discusses the importance of deterministic workflows and their role in professional production pipelines.

Duration: 16m 11s

Wrap-Up
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Primary tools

For this workshop you’ll need:

Substance Designer
Unreal Engine

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

Only a basic understanding of Substance Designer is required in order to follow along with this workshop. Every step, decision, and parameter will be explained throughout the process. The goal is to make the material creation workflow accessible while providing a clear understanding of the techniques used. 


More experienced artists may also benefit from the production-focused approach, industry insights, and the development of a practical, game-ready material workflow applicable to professional environment art and texturing projects.


Learning Outcomes

By completing this workshop, artists will learn how to create realistic materials that can be used to build an entire collection of surfaces for a variety of game, cinematic, and real-time environment projects. 


Learn how to:


  • Create macro shapes through broad elements.
  • Create realistic mid and small shapes while creating rhythm.
  • Build highly detailed, realistic colors and keep them readable.
  • Plan and build working materials.
  • Apply Art Fundamentals to material creation.
  • Create optimized graphs and scalable recipes.

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Workshop
Creating Realistic Cliff Materials using Substance Designer
Develop a Material Collection using Substance & Unreal with Vincent Dérozier
A Workshop by Vincent DérozierLead Art Content
beginner
9 Lessons
Instructor Vincent DérozierLead Art Content
Vincent Dérozier was born in France and studied Fine Arts at Émile Cohl. He graduated with a Conceptor Draftsman degree. He initially began his career in the game industry in 2010 at Ubisoft Annecy as an Environment Artist. He later moved to Canada to work on multiple Assassin’s Creed titles such as Syndicate, Odyssey, Shadows, and also For Honor and Immortals Fenyx Rising. Vincent specializes in environments and materials; he has held roles ranging from Material Artist to Principal Artist, and is currently Senior Lead Content at Gearbox Studio Quebec.
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  • Working with Vincent was an absolute pleasure, and I am confident in stating that he is an exceptionally skilled professional in the realm of material artistry for environments. He excelled in translating concept art into game materials with precision and creativity, bringing game environments to life with remarkable detail and beauty!

    - Asim A. Steckel
    Senior Concept Artist at Epic Games

  • When it was time to establish a clear direction for our team, Vincent was there supporting and guiding us to boost our work.

    - Thibaut Reimel
    Material, Environment Artist at Ubisoft

  • I had the opportunity to work with Vincent, and to me he’s one of those passionate people who truly make a difference in a production. He’s not just passionate about what he does — he approaches his work with real thought and intention, constantly pushing himself to improve and refine his craft.

    - Théophile Lebeau
    Senior Generalist Artist at Ubisoft

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