Substance Study - Koi Pond

Finished this up last night!
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Wanted to adapt some of the strategies and techniques I used on my tentacle substance in order to do an homage to a separate passion of mine which is aquaculture!
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I really wanted the entire presentation to be a single displaced sphere with no comp tricks in post. There aren't multiple layers of geometry or shaders. Just some strategically placed parallaxing layers. I tried my best to do as much in texture/shader as possible.
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I used a similar method of passing the maps for the fish texture through from the sub graphs and then painting in the final graph. The really tricky, but for sure most fun part; was working out the swimming motion of the fish. For this I was really informed by the great GDC talk on the vertex animated fish in ABZU (which I also had used verbatim in a earlier project) it helped me to wrap my head around the animation, but there we're still plenty of substance designer specific tricks that I needed to work out.
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I tried to include some breakdowns showcasing how I built up the height maps and their animation. Hope they are helpful, I'm happy to answer any questions if there are any!

Process

Just the fish graph!

Fish height map process

Hi Res

Hi Res

Texture Passes

Texture Passes

These are some of the textures I had to pass through the animation in order to color the Koi once they hit the parent graph

These are some of the textures I had to pass through the animation in order to color the Koi once they hit the parent graph