100% Substance Designer material. Rendered with Unreal Engine 4 
Achieved using my Curve drawing system: https://gum.co/sd_curves

Substance itself is pretty easy - just scrolling curve data, supplied to Curve sampler, then stacking individual worms on top of each other.
After that I developed Python script to render SBSAR via Substance Automation Toolkit to a series of images (300 frames), because I was rerendering it a lot in the process. 
Rendering in Unreal, however, was most challenging part. At first I tried using 3 media players (basecol+emissive, normals, roughness+ao+height), but they were desyncing very quickly. Then I tried adding all material channels to single atlas texture, but it got too heavy to load in time with Sequencer shots. Then I read 4.20 preview release notes and realized they added separate media track to Sequencer
Fresh meat
Published:

Fresh meat

100% Substance Designer. Rendered with Unreal Engine 4 using Sequencer

Published: