Page 90 - 3D Artist 110 - 2017 UK
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industry insider







                                Dr. Sébastien


                                Deguy



                                The founder of Allegorithmic on
                                why Substance is now numberless
                                and what’s in store for the future
           Job title CEO of Allegorithmic
           Location Paris, France
           Website
           allegorithmic.com            e all know the name of substance by now, right?
           Biography Dr. Sébastien      this suite of tools has reinvigorated the games
           Deguy is the founder and CEO   Windustry and is used by the biggest game studios,
           of Allegorithmic: creator of
           Substance, the leading   but that doesn’t stop indies from giving Allegorithmic’s
           texturing tools for artists and   software a try. Allegorithmic’s MAt Contest has been a irst
           designers. Now the same
           concepts developed in his   for the company, and a huge success to boot, too. “We
           doctoral thesis are used   received 1,200 entries which might be one of the biggest
           throughout the world of 3D
           creation, from 85 per cent of   contests in the digital art world and in the 3d media and
           triple-A game studios to   entertainment world,” says its CeO, dr. sébastien deguy.
           markets like VFX and
           animation, industrial design   there was a real diversity in entries, from seasoned game
           and architecture.    artists to students and new texture painters. “the winner
           Portfolio highlights   used substance Painter for the irst time, and it shows that it’s
           •  Substance         a tool that’s easy to pick up!”
            Designer 2017.1, 2017
                                  Another part of the attraction to the tools is the payment
           •  Substance
            Painter 2017.1, 2017  model, where everybody gets the same set of tools – no light
           •  Substance Source, 2016  version, no non-commercial version, no restrictions. “When
           •  Substance Painter, 2014   we think about our users, we think of the big guys and the
           •  BitMap2Material, 2011  small guys,” says deguy. “We don’t have light versions, it’s
           •  Substance Designer, 2010  the same product. We don’t like light versions, light versions
           • MaPZone, 2005      is like treating people as light people!”
           •  ProFX, 2005         Key to deguy’s core business principles at Allegorithmic
                                has been the idea of fairness that stems from his father, who
                                owned his own plumbing business. “i look back at it and i
                                think it’s one of the most important things when you want to
                                do business in a proper way. When you’re fair, people get
                                back to you again and work again with you. My favourite
                                expression is that ‘life is not a zero-sum game’.”
                                  it’s not a surprise, then, that generosity is also a core value
                                for deguy, as he admits that in the past Allegorithmic may
                                have given ‘too much’ – making some of the product releases
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                                unfair on the development process. One of the reasons that
                                substance Painter and substance designer have become
                                numberless in summer 2017 cycles back to this idea, “it’s an   SubStance for filmS
                                unnatural and fake structure – the big releases. it’s like, should
                                we withhold and wait for this feature to go in a big version?   Assassin’s Creed already got some
                                We wanted something that is fair and modular to our users   Substance treatment, but what’s next?
                                and that is fair and manageable to us too.”
                                                                              “12 blockbuster ilms will use substance this summer,”
                                  next on the radar for Allegorithmic is the third substance
                                                                              dr. sébastien deguy reveals when we met him at FMX
                                day of 2017. Also on the agenda is the substance Automation
                                                                              2017. One of the reasons behind the slow uptake of
                                toolkit that contains Python APis and documentation to help
                                                                              substance in ilm prior to this, though, is the lack of
                                with substance integration. it’s not a completely new product,
                                                                              udiM support – indeed, double negative had to do its
                                though it has been repackaged together for easier access.
                                                                              own workaround on Assassin’s Creed. “From the start we
                                  in ive years time, however, substance may change
                                                                              knew it was something we needed to tackle and we’re
                                completely. “We’re having fun,” says deguy. “Growing this
                                                                              doing it right now, it’s a lot of work and that’s the value
                                fast is challenging. But what we really like is making products.
                                                                              of Mari as well,” he admits. “it’s why it’s so popular in
                                i’d like to see a more complete portfolio, to do asset creation,
                                                                              movies because it’s capable of handling that amount of
                                what we can do for the left side of the pipeline, like
                                                                              information and we know it’s complicated. We are
                                parametrisation, and more hybrid ways of producing content
                                                                              adding that now to substance Painter. i would say in Q3
                                – mixing textures, surfaces and meshes maybe, but also
                                                                              or Q4, we should have something that’s very capable
                                rendering and visualisation, we’d like to improve on that, too.
                                                                              when it comes to udiMs.”
                                And being more present in ilms and architectural work –
                                seeing substance in as many places as possible!”
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