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.
just wanted to show off the fact that even the digits are procedural. that's pretty cool right?
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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?
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: hope this is the display you ment (image is supposed to be way bigger, not sure how to make that happen.)
@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.
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.
@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.
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.
question though; is the waveform animated? would be awesome if it is ^^
keep it up! love to see some more work.
working on a gun right now, should have more stuff up in a couple days.