Hi there ! I'm pretty new to substance designer and getting along with this great piece of software .
I've been trying to make some flooring using grandmother house's as a reference, he he. I'm pretty happy with the result. I'm sharing SBS and SBSAR with you guys, in case you want to use it or do whatever you want with it.
SBS download link (EDIT : Fixed version, seems like I uploaded an outdated version without comments, nor parameters, sorry !)
Almost done with my metal floor graph. Now I want an option for it to be painted only/bare metal, add more variation to rust and scratches, add more fx maps for patterns.
is there any way to link two nodes into one switch node? Like for example I have two Switch nodes with different input but I want to switch them both at the same time.
Hey guys! I didn't notice I had some compliments on the previous page. Just wanted to say many many thanks! Just didn't notice it in my rush. Also if you've got a specific question you posted that isn't getting answered, feel free to PM me and I'll try to answer if I can.
@dzibarik - I don't know any tutorials but it usually has to do with animating a parameter inside UE4 blueprint. You can also connect use $time inside SD to drive a parameter I believe.
So reapproached this hand painted cliff. Not as pretty, but more control this time. I have a better understanding of how to balance the "paint".
Also switched method from using the light node to a simple emboss. Light is nice, but it's tending to give artifacts.
If I could make a request for sharpen to give off less artifacts - I'm guessing that's where the light node's artifacts are coming from.
Also it would be really useful to have some parameters on curvature smooth to tighten or soften cavities and convex edges.
Many thanks guys! Can't wait for anonuncement today!
I want to make a viewer for viewing the maps interactively in stead of being static.
Similar as seen in the attachment and have the sliders to adjust whatever dirt colour, whatever you want.
In Unity as seen here.
I believe it would benifit the whole comunity immensely.
We could share our nodes interactively, I think it might be a great idea?
Could anyone offer thier services to help developement?
Most importantly product the correct maps that are required.
I have many nodes that i would like to easily see (very quick) and adjust as
required.
Hi Everyone,
I want to share my dodgy public restroom tiles with you! Maybe there are better ways to accomplish what I have here. Its a work in progress
Little question here:
How can I speed baking with base-mesh change? At the moment i'm loading new mesh to substance, baking maps and then relinking them to nodes.
Is there a way just to change in one place link to my new mesh? Thanks!
Little question here:
How can I speed baking with base-mesh change? At the moment i'm loading new mesh to substance, baking maps and then relinking them to nodes.
Is there a way just to change in one place link to my new mesh? Thanks!
Simply replace your mesh, and then hit the refresh all bakes option when you right click on it in the package explorer.
And working on something else, an approximation of my stucco (?) ceiling don't know what it's called really. Tricky, because it's just a bunch of noises but it's not 100% there yet imo.
Is there a way to tile substances in new graph? In my case I'm making a blend material from 2 substances. The only way I know is to expose octave parameter in tile node in each substance. Any suggestions are welcome. Thank you.
Is there any way to change the $(bakername) strings when baking out maps? I'd love to shorten those strings to something like _N, _POS, _H, _Curve, etc. right in the baker rather than having to rename files by hand after the fact.
Also, tangent normal bakes and world space bakes are options in the same baker, so the output maps share the same name or get a [2] concatenated to the end. Is there a way to separate out world space bakes so I can automatically name the files something like _N and _WN ?
You can setup custom tags for the bakers in the Preferences>Project settings.
World Space Normals also have their own baker at the end of the baker's list, even though you can use the Tangent space normal baker to bake those. It will also be much faster as it uses the low poly and tangent space normal instead of a high poly mesh.
is the side of the little chunk that sticks out of the glass building. On further look it is underlit. i should go back in and lighten it up a bit. Thanks for pointing that out.
Edit: looking through it again, and the glass building is reflecting so much that it you almost lose what its supposed to be. I'm going see if i can find a way to fix that.
Quick question: I don't suppose there's any way to hotkey fullscreen the 3d view? Anything I'd do for a Klondike bar I would do likewise for such a hotkey.
@kessler - No prob man! Hope that gives you some ideas!
Just a quick note if anyone is interested - I'm doing another live event on twitch tonight. I'm just covering a few different techniques I've found over the past few weeks. Might also touch on Spec/Gloss vs Metal/Rough.
Playing around with some wavy mdf panels. I can't seem to get the small particles to look right though. Is there an option for detail base color and normals in SD?
You can setup custom tags for the bakers in the Preferences>Project settings.
World Space Normals also have their own baker at the end of the baker's list, even though you can use the Tangent space normal baker to bake those. It will also be much faster as it uses the low poly and tangent space normal instead of a high poly mesh.
Ahh! Thank you, missed that! Any chance it could respect case in the future? We have large asset names and being able to keep CamelCase_N type naming conventions helps readability.
So i´m trying to get starting with Substance Designer, searching for a tutorials that cover tile-stone texture like this one. Is there any out there?
Could do the surface with Zbrush but want to get into SD.
Replies
I've been trying to make some flooring using grandmother house's as a reference, he he. I'm pretty happy with the result. I'm sharing SBS and SBSAR with you guys, in case you want to use it or do whatever you want with it.
SBS download link (EDIT : Fixed version, seems like I uploaded an outdated version without comments, nor parameters, sorry !)
SBSAR download link
PS: Arvin, you really made my day on that youtube video you've made ! (gotta tell you again)
I'm studying the hand-painted look, this is my progress so far:
Any feedback is appreciated.
this is sick, inspiring.
(Thank you Hugo -Bugo- Beyer for the awesome stone material
Can't wait...
Some iterations on hand painted stuff:
My son Jonas and I decided to play around with the settings a bit!
Beautiful as always Hugo!
Also...
This got me so curious now! :poly142:
So reapproached this hand painted cliff. Not as pretty, but more control this time. I have a better understanding of how to balance the "paint".
Also switched method from using the light node to a simple emboss. Light is nice, but it's tending to give artifacts.
If I could make a request for sharpen to give off less artifacts - I'm guessing that's where the light node's artifacts are coming from.
Also it would be really useful to have some parameters on curvature smooth to tighten or soften cavities and convex edges.
Many thanks guys! Can't wait for anonuncement today!
Ordered
@ Quack man that mech is doing wonders for you. Congrats and enjoy
And grats @Quack, the mech is awesome!
Similar as seen in the attachment and have the sliders to adjust whatever dirt colour, whatever you want.
In Unity as seen here.
I believe it would benifit the whole comunity immensely.
We could share our nodes interactively, I think it might be a great idea?
Could anyone offer thier services to help developement?
Most importantly product the correct maps that are required.
I have many nodes that i would like to easily see (very quick) and adjust as
required.
Have you tried Substance Player ?
https://www.allegorithmic.com/download
No upload yet.
Broke the strict hand painted look to try something out.
One more thing...
I want to share my dodgy public restroom tiles with you! Maybe there are better ways to accomplish what I have here. Its a work in progress
https://dl.dropboxusercontent.com/u/19304324/Forum_Share/tile_floor.sbs
Hi Nick,
Yes off course, though with the viewer it connects with all the substances.
If i can use the player how do you connect all the materials at once like you see in the example of the viewer?
Kessler,
Cannot download your file.
How can I speed baking with base-mesh change? At the moment i'm loading new mesh to substance, baking maps and then relinking them to nodes.
Is there a way just to change in one place link to my new mesh? Thanks!
[edit] Just re-read what you asked and realized I failed at reading. Sorry for not being helpful :poly122:
Simply replace your mesh, and then hit the refresh all bakes option when you right click on it in the package explorer.
http://www.polycount.com/forum/showthread.php?t=148837
Will those 3 substances you guys are promoting for SD5 be released public at all>? I want to dissect those badboys
Hi Gel you must right click save as for the link.
I never seen that one before,(right click to save) lol
Nice setup with the FX map very interesting and thanks for sharing.
I cannot work out how to decrease the width of the tile joint.
Here is the latest iteration:
It's still in "beta" stages as far as controls but you can get it here:
http://substance.arvinmoses.com/product/handpainted-cliff-2-0/
If you're interested I updated the beginning of your graph for a bit of a different approach. I put a little comment there that shows what I did.
https://drive.google.com/file/d/0Bz16B355sSTFMFFrNkJTNEFWSWs/view?usp=sharing
Normandy (Mass Effect) floorpanels all SD:
Here shown in UE 4
And working on something else, an approximation of my stucco (?) ceiling don't know what it's called really. Tricky, because it's just a bunch of noises but it's not 100% there yet imo.
Also, tangent normal bakes and world space bakes are options in the same baker, so the output maps share the same name or get a [2] concatenated to the end. Is there a way to separate out world space bakes so I can automatically name the files something like _N and _WN ?
World Space Normals also have their own baker at the end of the baker's list, even though you can use the Tangent space normal baker to bake those. It will also be much faster as it uses the low poly and tangent space normal instead of a high poly mesh.
Edit: looking through it again, and the glass building is reflecting so much that it you almost lose what its supposed to be. I'm going see if i can find a way to fix that.
Just a quick note if anyone is interested - I'm doing another live event on twitch tonight. I'm just covering a few different techniques I've found over the past few weeks. Might also touch on Spec/Gloss vs Metal/Rough.
It'll be @ www.twitch.tv/arvinmoses @ 8:30CST. Thanks!
Here's the result in a render :
As for last time, you can download the substance and SBSAR
SBS Download
SBSAR Download
Have fun in SD !
Ahh! Thank you, missed that! Any chance it could respect case in the future? We have large asset names and being able to keep CamelCase_N type naming conventions helps readability.
Updated materials. Final pass.
Could do the surface with Zbrush but want to get into SD.
Maybe buy some sbs and look at the nodes?
I wanted to knock out something relatively quick today so I tried out sand dunes.
ajester:
Maybe look at this tutorial by Richard Piper
it could give you a base to work with
https://environmentart.wordpress.com/2014/11/04/substance-snippet-01-multi-brick-generator-tutorial-substance-designer-4/
as well as this one :
https://environmentart.wordpress.com/2014/11/03/eat3d-pbr-tiling-texture-creation-in-zbrush-substance-designer-and-knald-tutorial/