Testing out the projection substance on s a simple bridge. I now have it set up so that each individual uv island can have modified projection directions and circle centers.
@somedoggy I love your stone texture! Very detailed, I like the variation in color .
A note on the wood, it feels very noisy right now. That may be due to the high contrast between the lighter and darker sections of the wood grain. Maybe pull back on those a bit? The ..not grout but spaces between the wood planks looks very aliased. Not sure if that is the angle we are seeing it from or if the high contrast issue is causing it.
I like where this is going though, keep it up .
@roboy very cool! It is awesome seeing people branching out into new materials. Are these tiles supposed to be heavy plastic, concrete, or metal? I can't quite tell here. Have you thought of adding details like gum, trash, or dropped drink or food stains?
@somedoggy I love your stone texture! Very detailed, I like the variation in color .
A note on the wood, it feels very noisy right now. That may be due to the high contrast between the lighter and darker sections of the wood grain. Maybe pull back on those a bit? The ..not grout but spaces between the wood planks looks very aliased. Not sure if that is the angle we are seeing it from or if the high contrast issue is causing it.
I like where this is going though, keep it up .
Thanks for the feedback! Glad you liked the cobble.
The idea with the wood was that it was meant to be very worn, exposing unstained wood underneath. At least the base Substance is. The wear can be easily dialed up or down by tweaking the parameters in the graph. The worn look may not be coming across well at the moment so I'll see about fixing it up. Back to references! The aliasing is a result of applying tessellation and it failing miserably hahahaha. A higher polycount mesh should do the trick.
It's difficult atm because the color accuracy on the monitors I'm mostly doing these on is very poor. Hopefully calibrating them won't be too troublesome!
Cool stuff guys.
I guess I'll share some of my filters and textures too.
This one is some kind of rock texture generator, you can easily swap out the normal map and AO bakes for it to adapt to new geometry.
Wooden floor I made today for a scene i'm working on. You know, it's funny. I can make a fan pattern no problem but Herringbone? Makes me want to tear my hair out. I just don't get it.
@somedoggy the update looks great! Downloading it now so I can dig in and see what you did.
@Kosai106 I like where you are going, but the tiles look a bit puffy? Not sure if that is because of tessellation or what is going on. What does your height look like?
@Kosai106 I like where you are going, but the tiles look a bit puffy? Not sure if that is because of tessellation or what is going on. What does your height look like?
It's on purpose, I wanted the blocks to look like that, although it might be a tad too much on the hex and herringbone patterns.
It'll be possible to change later once all the right parameters are exposed.
Wooden floor I made today for a scene i'm working on. You know, it's funny. I can make a fan pattern no problem but Herringbone? Makes me want to tear my hair out. I just don't get it.
That looks really good man, looks like you've nailed it.
Wooden floor I made today for a scene i'm working on. You know, it's funny. I can make a fan pattern no problem but Herringbone? Makes me want to tear my hair out. I just don't get it.
Wooden floor I made today for a scene i'm working on. You know, it's funny. I can make a fan pattern no problem but Herringbone? Makes me want to tear my hair out. I just don't get it.
Wooden floor I made today for a scene i'm working on. You know, it's funny. I can make a fan pattern no problem but Herringbone? Makes me want to tear my hair out. I just don't get it.
Nice work I assume this is just the albedo, but the value range and subtle detail is great. I think the wood could use some variation in the grain though, and the gaps between planks aren't really realistic. They'd generally fit snug.
You've inspired me to make some nodes that handle herringbone patterns! I've been getting more into the meat of SD, trying to up my efficiency and create a library of reusable things. Made nodes for 1:2 and 1:3 ratios and there's a few adjustable things for them. I also broke out the wood grain from my floor substance in order to make it more edit friendly and reusable.
This is just a quick setup so yall get the idea. The bottom output of the nodes is a mask for separating grain direction.
Also, I started on a shingles material a few days ago and will release it when I can manage to get it done
Nice work I assume this is just the albedo, but the value range and subtle detail is great. I think the wood could use some variation in the grain though, and the gaps between planks aren't really realistic. They'd generally fit snug.
You've inspired me to make some nodes that handle herringbone patterns! I've been getting more into the meat of SD, trying to up my efficiency and create a library of reusable things. Made nodes for 1:2 and 1:3 ratios and there's a few adjustable things for them. I also broke out the wood grain from my floor substance in order to make it more edit friendly and reusable.
This is just a quick setup so yall get the idea. The bottom output of the nodes is a mask for separating grain direction.
Also, I started on a shingles material a few days ago and will release it when I can manage to get it done
Hey, thanks for the feedback and to everyone else for the compliments.
That was actually a screengrab from the max viewport with the albedo and normal applied. It's not really a great way to display it as i'm sure you know. The gaps in the wood are actually pretty snug looking in SD, it looks strange here because I cranked the normal a little too much it looks like.
Iv'e got a question though regarding what you're working on here and wouldn't mind your opinion. I've only been using SD for a month now so there is a lot I don't know. It saves a lot of time to have these nodes handy to make quick patterns and masks but i'm cautious to use them because i'm afraid if I keep using them i'm not going to know how to make them myself if I ever needed to.
Take for example this herringbone pattern. I know how to do it right now, but I know if I ever start using pre made nodes I'm going to forget how to do it very quickly. Is this ever a concern for you at all?
Hey, thanks for the feedback and to everyone else for the compliments.
That was actually a screengrab from the max viewport with the albedo and normal applied. It's not really a great way to display it as i'm sure you know. The gaps in the wood are actually pretty snug looking in SD, it looks strange here because I cranked the normal a little too much it looks like.
Iv'e got a question though regarding what you're working on here and wouldn't mind your opinion. I've only been using SD for a month now so there is a lot I don't know. It saves a lot of time to have these nodes handy to make quick patterns and masks but i'm cautious to use them because i'm afraid if I keep using them i'm not going to know how to make them myself if I ever needed to.
Take for example this herringbone pattern. I know how to do it right now, but I know if I ever start using pre made nodes I'm going to forget how to do it very quickly. Is this ever a concern for you at all?
I don't worry about that. I actually am constantly referencing myself on how I made part of a particular graph, and that's a good sign that it's something that would be beneficial to add to a library of generators. As far as not remembering things, I think the important thing is understanding a way of thinking rather than specific techniques. If I ever need to relearn anything I can always look back at my premade nodes, but most of the time I just need to pump out good work and making my own tools to that end is a big part of what makes Substance great. Like I've been using it for a few months now and am just getting into these more dynamic things such as the pixel processor or fx maps. That says a lot to how many ways you can approach your materials
I'm just now getting into Substance Designer and I'm in awe of some of these images and textures. Last year those images would have scared me off and I wouldn't be messing with SD at all. Now, I want to learn and soak it all in. I've been through Allegorithmic's YouTube series to get me started and figure out what is what, but if anyone has a link to share to help me get started with sci fi textures, tilleable texture tutorials, or just your own personal tips for using SD, let me know, I'd love to hear it and start using them.
Your cracks look nice, but with a lot of things on starting tiles and bricks they just flow across betwen each tile.
A simple way to fix this is take a duplicate of the node you used to make the tiles, take everything except luminance variation out. You then link this to the intensity input on a directional warp and play with the intensity slider.
The warp will then push the cracks in the direction of the warp by an amount decided by the luminance of the second tile set. This means each tile has a different crack pattern.
Hope this makes sense, if you need anything clarifying just ask.
Been using substance for a few days, id like to dive in deeper to explore how to assimilate it to my own pipeline. So with that said, ive attached a video at the bottom. Everything so far has been going pretty smoothly, substance is incredibly powerful, and i feel like a retard for not using it before.
So my question is this, ive created a substance that uses several patterns to create different textures. And so im wondering how exactly i could use these inside of unreal 4 without having to save multiple substances. So far what ive done is use a multi greyscale switch, and exposed the paramater to toggle between the patterns. And all that is working well. But how could i go ahead and create a material instance and for example, have crazy cobble stones. Then use another instance material but change that to be bricks? Im starting to guess that the solution to this is to import multiple substances. But thats why im asking.
In UE4, you can create new graph instances of your substance through a right click on the main Susbtance asset. Each instance will act as a copy of the original substance and will be updated if the original is updated.
Yea SD is awesome!! So yea Jeremie's explanation is already pretty thorough. One thing I tend to do is put the instance and the associated textures inside a folder. It's been awhile since I used an sbsar in ue4 but before all the textures would end up in the same folder and it became hard to track.
It's been way too long! How are you digging SD? It's crazy how much you can do with it right?
Sup arvin! First, thanks for putting together those substance tutorials, they helped me get up to speed. Those a another couple of tutorials helped me greatly! Im currently figuring out all this like a noob, ha! But is pretty cool so far.
So what im interested on, besides the power to create textures super quick. Is the integration of these substances files in packages like modo and maya, for when i do world building. Havent seen much docs about that, so thats what i am poking aorund now. Seem to me that there is great power in importing the substances themselves. But is that really optimal? Vs brining in textures one at a time? and just have a few master materials. Anyone around here messed with that?
Umm.. so as far as integration into a dcc I'm not too sure about the workflow speed it'll give you. When you're using it in UE and I think most of the DCCs it's using the CPU rather than the GPU to evaluate. Which gives a slowdown being able to preview.
I think most people use a more specific material and use the parameters to get a tweak rather than a completely new material.
So for example on an art test I did I created a brick mat that mixed with stucco/plaster. To reduce tiling I created a variant and blended it with the original. Had I more time, I probably would've gone with a few more variants with sbsar's being so cheap storage wise.
Was looking to do large kind of worn slate tiles with this one. Never really attempted that kind of look before, the flaking stone. I think it turned out alright.
Replies
Holy shit that's cool!
Worn and clean variants on my wood flooring substance
More images/Get it for free
will probably add some dirt when I have some time
A note on the wood, it feels very noisy right now. That may be due to the high contrast between the lighter and darker sections of the wood grain. Maybe pull back on those a bit? The ..not grout but spaces between the wood planks looks very aliased. Not sure if that is the angle we are seeing it from or if the high contrast issue is causing it.
I like where this is going though, keep it up .
@roboy very cool! It is awesome seeing people branching out into new materials. Are these tiles supposed to be heavy plastic, concrete, or metal? I can't quite tell here. Have you thought of adding details like gum, trash, or dropped drink or food stains?
the white marks are actually gum but I guess it's not very readable - I suppose I ought to darken them slightly and add more?
I'll do another pass and dirty it up with stains and such!
The idea with the wood was that it was meant to be very worn, exposing unstained wood underneath. At least the base Substance is. The wear can be easily dialed up or down by tweaking the parameters in the graph. The worn look may not be coming across well at the moment so I'll see about fixing it up. Back to references! The aliasing is a result of applying tessellation and it failing miserably hahahaha. A higher polycount mesh should do the trick.
It's difficult atm because the color accuracy on the monitors I'm mostly doing these on is very poor. Hopefully calibrating them won't be too troublesome!
[ame="https://www.youtube.com/watch?v=42p13L201_8"]https://www.youtube.com/watch?v=42p13L201_8[/ame]
v2 clean
hopefully I'll manage to be satisfied and release tomorrow!
edit: released!
Click to get it baby!
Can you reupload this?
If I am not wrong, it was part of one of the last substance Live Monthly drop.
That looks great!
@Kosai106 I like where you are going, but the tiles look a bit puffy? Not sure if that is because of tessellation or what is going on. What does your height look like?
It's on purpose, I wanted the blocks to look like that, although it might be a tad too much on the hex and herringbone patterns.
It'll be possible to change later once all the right parameters are exposed.
That looks really good man, looks like you've nailed it.
Haha, made me lol.
Gotta say Swarm22 and Somedoggy, those are absolutely beautiful, restored my faith in SD tbh.
Also Somedoggy very good of you to upload that.
Splendid !
I love it ! :poly101:
You've inspired me to make some nodes that handle herringbone patterns! I've been getting more into the meat of SD, trying to up my efficiency and create a library of reusable things. Made nodes for 1:2 and 1:3 ratios and there's a few adjustable things for them. I also broke out the wood grain from my floor substance in order to make it more edit friendly and reusable.
This is just a quick setup so yall get the idea. The bottom output of the nodes is a mask for separating grain direction.
Also, I started on a shingles material a few days ago and will release it when I can manage to get it done
working on some diamond plate. Amount of rust and diamond tiling amount will be exposed.
Made a cracked earth substance for my first original substance since I got Substance Designer in a steam Sale (40% off, woo!)
Hey, thanks for the feedback and to everyone else for the compliments.
That was actually a screengrab from the max viewport with the albedo and normal applied. It's not really a great way to display it as i'm sure you know. The gaps in the wood are actually pretty snug looking in SD, it looks strange here because I cranked the normal a little too much it looks like.
Iv'e got a question though regarding what you're working on here and wouldn't mind your opinion. I've only been using SD for a month now so there is a lot I don't know. It saves a lot of time to have these nodes handy to make quick patterns and masks but i'm cautious to use them because i'm afraid if I keep using them i'm not going to know how to make them myself if I ever needed to.
Take for example this herringbone pattern. I know how to do it right now, but I know if I ever start using pre made nodes I'm going to forget how to do it very quickly. Is this ever a concern for you at all?
Crosspost from here.
Part 01:
[ame="https://www.youtube.com/watch?v=IqswIoI_fNs"]https://www.youtube.com/watch?v=IqswIoI_fNs[/ame]
Part 02 :
[ame="https://www.youtube.com/watch?v=n1HrVPOf9j4"]https://www.youtube.com/watch?v=n1HrVPOf9j4[/ame]
I was helped by some tutorials and im newbie.. but critics are welcome
And im finding some tutorials to make wood and water or other liquids on bricks cracks and clefts, if u can help me would be nice ^^
Thanks.
PD: And sorry for my english im quite bad atm :S
A simple way to fix this is take a duplicate of the node you used to make the tiles, take everything except luminance variation out. You then link this to the intensity input on a directional warp and play with the intensity slider.
The warp will then push the cracks in the direction of the warp by an amount decided by the luminance of the second tile set. This means each tile has a different crack pattern.
Hope this makes sense, if you need anything clarifying just ask.
It looks to me as if green channel is flipped. You can change the orientation to DirectX or OpenGL, depending on your target platform.
I've also been working on a brushed concrete material.
https://www.youtube.com/watch?v=VwBzA6OOvrs&feature=youtu.be
Dirt & Pebbles material.
Been using substance for a few days, id like to dive in deeper to explore how to assimilate it to my own pipeline. So with that said, ive attached a video at the bottom. Everything so far has been going pretty smoothly, substance is incredibly powerful, and i feel like a retard for not using it before.
So my question is this, ive created a substance that uses several patterns to create different textures. And so im wondering how exactly i could use these inside of unreal 4 without having to save multiple substances. So far what ive done is use a multi greyscale switch, and exposed the paramater to toggle between the patterns. And all that is working well. But how could i go ahead and create a material instance and for example, have crazy cobble stones. Then use another instance material but change that to be bricks? Im starting to guess that the solution to this is to import multiple substances. But thats why im asking.
https://youtu.be/e2wcNUdkJYA
Yea SD is awesome!! So yea Jeremie's explanation is already pretty thorough. One thing I tend to do is put the instance and the associated textures inside a folder. It's been awhile since I used an sbsar in ue4 but before all the textures would end up in the same folder and it became hard to track.
It's been way too long! How are you digging SD? It's crazy how much you can do with it right?
Sup arvin! First, thanks for putting together those substance tutorials, they helped me get up to speed. Those a another couple of tutorials helped me greatly! Im currently figuring out all this like a noob, ha! But is pretty cool so far.
So what im interested on, besides the power to create textures super quick. Is the integration of these substances files in packages like modo and maya, for when i do world building. Havent seen much docs about that, so thats what i am poking aorund now. Seem to me that there is great power in importing the substances themselves. But is that really optimal? Vs brining in textures one at a time? and just have a few master materials. Anyone around here messed with that?
Umm.. so as far as integration into a dcc I'm not too sure about the workflow speed it'll give you. When you're using it in UE and I think most of the DCCs it's using the CPU rather than the GPU to evaluate. Which gives a slowdown being able to preview.
I think most people use a more specific material and use the parameters to get a tweak rather than a completely new material.
So for example on an art test I did I created a brick mat that mixed with stucco/plaster. To reduce tiling I created a variant and blended it with the original. Had I more time, I probably would've gone with a few more variants with sbsar's being so cheap storage wise.