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Substance Abuse - When Tessells Attack.

so I've been having fun in substance designer playing around with tessellation.

I've also been bringing the "substances" (that means no baked images, just math stuff) into UDK and have been able to maintain shapes in engine. Unfortunately UDK and I are having creative differences stemming from me ignoring it for 2 years.

I'm confident we'll be able to work out our differences soon enough, until then please accept my humble apologies for the so-so screen shots from SD's preview window.

everything below was done with height maps. the actual models are all flat low polys. it's all procedural too, no photos and nothing painted.

tesl1.jpg

tesl2.jpg

stoneWall.jpg

dora1.jpg

dora3.jpg

dora2.jpg

just wanted to show off the fact that even the digits are procedural. that's pretty cool right?

Replies

  • Envart
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    Envart polycounter lvl 6
    That is pretty cool! How is this stuff, performance wise, against a traditionally textured set?
  • rick
    looks nice! can you maybe share some of the graphs you made?
  • Paradan
    @Walrus: not sure yet cause every time I put a simple scene together I end up losing it. I'm having some fairly basic noobish UDK issues, like not being able to save my dam level.

    In editor though, I haven't seen a performance hit. Oddly enough, it seems like the one non-tessellated texture I was using is causing it to crash.

    @rick: sure can, anything in particular?
  • chris89
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    chris89 polycounter lvl 10
    Quality vs. speed, are you impressed with the ability of substance and see any use in high quality game art work? Or is it more of a funky funny thing to play around with?

    I had a super quick look at substance and the first thing that came to my mind is the lack of specific control and that everything looks fairly random, wondering what your thoughts are.
  • rick
    hmm I'd love to see how you did the display ^^
  • Paradan
    oops, sorry for delay.

    @rick: hope this is the display you ment (image is supposed to be way bigger, not sure how to make that happen.)
    displayThing.jpg

    @chris89:

    1. I think that at this time next year, SD will be one of the top 5 DCC tools for game development.

    2. From the consumers point of view, what Allegorithmic brings to the table is going to be one (or two) of the defining characteristics of this next gen.
  • JustinSlick
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    JustinSlick polycounter lvl 6
    Haha, such a fantastic thread name.

    I started playing with SD last night and it's fun as hell. There's something about a node based texturing workflow that just feels right imho.

    Is that rock wall you did completely procedural, or did you bring normals in from another app?

    I've barely started experimenting, but I wasn't having much luck getting decent normals directly in SD... I ended up just exporting my diffuse from substance designer and generating the normals externally.
  • Paradan
    its fully procedural, normals are all from height maps.
  • Jerc
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    Jerc interpolator
    Thanks for the kind words Paradan :)

    @JustinSlick There are many ways to generate normals in Substance.
    The basic normal filter included is pretty much the equivalent of the Photoshop Nvidia plugin, but you can get some very good result if you process your height using blurs, blendings and such before going through the normal filter.

    Actually B2M is a standalone filter we made with Substance Designer and the quality equals or beat those of Crazybump or Knald.
    With a bit of practice you could actually create your own B2M-like filter to generate your normals.
  • JustinSlick
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    JustinSlick polycounter lvl 6
    Paradan wrote: »
    its fully procedural, normals are all from height maps.

    Oh wow, that's so impressive that those are all procedural. I think the column is especially nice.

    Jerc - Thanks for the suggestion! My second try using blurs and the normal map blender was waaay more successful. I havent tried B2M yet, but definitely will.
  • rick
    tnx Paradan, nice to see this ^^
    question though; is the waveform animated? would be awesome if it is ^^
    keep it up! love to see some more work.
  • Paradan
    at the moment, its not, but it'd take maybe 5 mins to change that.

    working on a gun right now, should have more stuff up in a couple days.
  • switz
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    switz polycounter lvl 10
    The natural stuff looks great. I think you should try to avoid procedural effects on the metal components and try doing some of it by hand!
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