This stylized dragon scale material was created for the Stylized Material Challenge hosted by Odin Fernández, where it was awarded 3rd place.
The goal of this piece was to explore a fantasy creature surface using real tileable geometry, rather than building the material entirely inside Substance 3D Designer or relying only on procedural texture generation. I wanted to create a sculptural scale pattern with strong shape language, organic rhythm, and a hand-crafted stylized look.
The base scale system was modeled in Blender using a custom tileable geometry workflow supported by a specialized plugin. This allowed me to control the silhouette, repetition, spacing, and flow of each scale directly in 3D, making the final material feel more dimensional and physically structured.
Once the tileable geometry was created, I baked the mesh information and refined the final look in Substance 3D Painter, where I worked on the color variation, roughness, surface detail, and stylized finish. The result is a fantasy dragon scale material designed for use in stylized games, creature assets, armor, shields, props, and ornamental surfaces.
This project was also part of my broader research into reusable geometry-based workflows for creating tileable materials and production-ready asset libraries.
Tools used
Blender
Substance 3D Painter
Marmoset Toolbag
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