I've been using Allegorithmic Substance Designer for a good while now--but I haven't yet put up any of my work. Depending on the job I either use it in conjunction with Mari (as on Star Trek: Beyond) or I use it almost exclusively on it's own. Below are a few examples of some of my substance work. On a side note the herringbone floor uses some of Josh Lynch's techniques. All of the materials below are completely procedural.
The below detail pattern texture is meant to be used in conjunction with the above wallpaper texture.
The last 10 months at Bad Robot/Kelvin Optical has been a nonstop ride--so my reel has been on hold for the better part of a year... In the interest of keeping people for digging from it here is my current [somewhat long in the tooth] reel.
A few of the older, still-relevant things
As I send out more and more job applications, it occurs to me that people really want to be able to see the nitty-gritty of my work...
Here are a few shots of my texture work
Here are some modeling breakdowns of a number of my past projects.
This is the low-poly version of this asset--it clocks in at 6000 Triangles... something a little different from my usual fare.
Here is a tiling greeble model--it has rotational symmetry, so the mesh can tile a number of times without any repeats. The below images are examples of the mesh used on a surface
If anyone was wondering why I overmodel everything--it's because I can... [I enjoy it].