This chainmail was really fun to make. But are tileable textures like this used on characters in productions or are chainmail something you want to sculpt?
This chainmail was really fun to make. But are tileable textures like this used on characters in productions or are chainmail something you want to sculpt?
It depends on the use. In a game, you would use it as a texture+normal map for sure. In a film, it depends on how close to the camera the character will be. At the correct distance it does the trick. Too close (and more importantly too sideview) and the trick becomes visible.
Hi everyone, just started learning substance designer recently and I'm wondering, is there a way to instance a 2D transformation node? Or even better, I'll describe why I need that. I've made a material,but it appears too "big" on my model so I need to make it tile a couple of times and the only way I know of is with a 2D transformation node. So instead of having 6 of those for every different channel (albedo, normal, etc.) I thought 1 instance for controlling all of the channels would be nice. Correct me if my ways are wrong please.
@McTwark Use a safe transform node and use 1 for each channel and if you expose the tiling parameter you can just use the one slider in the main graph to change the tiling.
Hey guys - I don't know if you've caught it yet but we built a tool for blending materials together according to their height maps. Really nice for layering stacks of base materials together.
Hit us up if you have any questions, comments, or requests. It's in active development. Next feature we're adding is a custom mask option - hopefully by early next week.
arvinmoses that's amazing! Looking forward to using this a lot! Working on a more realistic rock smart material. Works best on rocks with lots of crags and crevices. Rock model is my own this time.
arvinmoses that's amazing! Looking forward to using this a lot! Working on a more realistic rock smart material. Works best on rocks with lots of crags and crevices. Rock model is my own this time.
The amount of micro detail and subtle color variation really sells this for me, fantastic work!
I somehow totally missed this thread and have been posting my substance stuff in waywo! My bad. So here is the breakdown I did for a recent texture. https://gum.co/WCWFn
Yo guys does anyone know if there is an equivalent workflow to Photoshop's color layerblend in SD? I've had a look around and searching has found no suggestions so far.
Chris10 >> were you going for a stylized wood ? Shape and surface seems unliked right now. Is it an interior wood floor or for an exterior boat bridge ?
Not really Substance Designer but I made a Maya baking interface that uses Substance Batchtools for the main baking process and then Imagemagick for some additional functionality not available in Substance.
The goal of the tool is to streamline and minimize baking setup time, also to get rid the need to ever leave Maya to bake. From my benchmark timing tests it takes me about 6-10 min to setup a bake in Knald, xNormal, Designer, or painter and even more time if you need to do test bakes or rebakes as you work. My tool cuts that time down to less 20 seconds, and that includes making the cage, exporting meshes, and naming/organizing meshes and maps.
Features include:
- Create a standard scene for all bakes.
- Create a standard naming and organization for all baked maps.
- Export all "smooth preview" meshes as smoothed for the highpoly model.
- Quickly make and edit a cage mesh. Making a cage with a single click, and then you can just slide the slider to inflate it.
- Select from a range of maps including all the maps needed for Substance Painter's masking system.
- Support off square baking (ie 1024x2048). Substance Batchtools by default does not support this.
- Select which UV set to bake to. Not a common feature for a lot of baking programs.
- Use name matching for cleaner bakes which gets rid of the need to “explode” a mesh and bake two AO maps.
- Use an external highpoly if you do not want to import it into the Maya scene.
- Launch/Create a new Substance Painter file with all the baked textures
imported into it. Also supports an already existing painter file.
Not really Substance Designer but I made a Maya baking interface that uses Substance Batchtools for the main baking process and then Imagemagick for some additional functionality not available in Substance.
The goal of the tool is to streamline and minimize baking setup time, also to get rid the need to ever leave Maya to bake. From my benchmark timing tests it takes me about 6-10 min to setup a bake in Knald, xNormal, Designer, or painter and even more time if you need to do test bakes or rebakes as you work. My tool cuts that time down to less 20 seconds, and that includes making the cage, exporting meshes, and naming/organizing meshes and maps.
Features include:
- Create a standard scene for all bakes.
- Create a standard naming and organization for all baked maps.
- Export all "smooth preview" meshes as smoothed for the highpoly model.
- Quickly make and edit a cage mesh. Making a cage with a single click, and then you can just slide the slider to inflate it.
- Select from a range of maps including all the maps needed for Substance Painter's masking system.
- Support off square baking (ie 1024x2048). Substance Batchtools by default does not support this.
- Select which UV set to bake to. Not a common feature for a lot of baking programs.
- Use name matching for cleaner bakes which gets rid of the need to “explode” a mesh and bake two AO maps.
- Use an external highpoly if you do not want to import it into the Maya scene.
- Launch/Create a new Substance Painter file with all the baked textures
imported into it. Also supports an already existing painter file.
This looks awesome, are you looking to release it at any point?
Hi guys! I made this node to get a full range of values out of my black and white information, it can shift the values of any black and white map or a normal. With the new height blend node out I thought It would be cool to share this with you guys since I've gotten really great results with it.
It gets a little heavy so It would be best to change the position of the sliders at a lower resolution The X slider of the first offset does nothing The Y slider of the second offset also does nothing
Mossy brick variations, I recommend @josh_lynch 's great Gumroad tutorials on the herringbone bricks, it helped me a lot in adding detail to the bricks and @rogelio 's wonderful marmoset presentation scene was used for the lighting
I pushed the heightmap more on the last one to show how the moss reacts to the bricks
Mossy brick variations, I recommend @josh_lynch 's great Gumroad tutorials on the herringbone bricks, it helped me a lot in adding detail to the bricks and @rogelio 's wonderful marmoset presentation scene was used for the lighting I pushed the heightmap more on the last one to show how the moss reacts to the bricks. Criticism very much accepted
@josh_lynch Thanks! What I did was multiply a bevelled square with the completed tile to make sure it has an edge, so occasionally its visible (depending on the tile generator)
Still tweaking some settings but a marble tile floor. Trying to learn custom functions. Created the marble mask with various settings so that I can use it in another tile set up.
I've recently been through another great @josh_lynch tutorial series, this time sand. Still getting to grips with Substance and especially Marmoset. Marmoset is proving to be problematic for me, it seems to change how it looks compared to substance and then again when you publish it via the viewer the result looks different to Marmoset So my roughness is not working correctly here, also no height at all as the viewer currently doesn't support it. So looks rather flat too.
Seems like most people here post flat renders, via Marmoset? or Iray?
Here you go, any feedback most welcome. Planning to revisit it anyway, not just for better presentation but to add my own touch to it. Perhaps try adding shoe prints or something.
@capone - Nice to see how this came out! Glad you enjoyed the tutorial, appreciate it. Personally when I render out my materials I dont mess with the viewer because there some limitations and I cant quite get the look I want. If you are working in Metal / Rough you need to invert your gloss map in Marmoset. They just recently put out a great video on rendering in Marmoset, its fantastic! Part 1 is HERE.
Thanks for the link, went through those and also another by Kyle Horwood. Yep, this sells my substance much better. Still need to make some tweaks to the Substance, mainly improving the normals/gloss. Bird feet stamps are a bit too precise too. Also want to clean up the little twigs, they are too small so am getting anti aliasing. Question, when rendering are your maps still 2K or do you bump them to 4K?
Thanks again Josh, btw this tutorial was without a doubt the best one yet and the graph layout was much easier to understand and revisit.
First substance finished after 2 weeks of learning.. It took 8-10 h spread accross 3-4 days to complete it. Graph looks big, but the major part is texturing and making masks. It looks chaos, but it works. More substances to come on next weeks, maybe even some project.
Replies
Thank you @arvinmoses
Not sure if you are using this as reference but that looks like my texture. If you are using as reference disregard
It depends on the use. In a game, you would use it as a texture+normal map for sure. In a film, it depends on how close to the camera the character will be. At the correct distance it does the trick. Too close (and more importantly too sideview) and the trick becomes visible.
Here is the tool:
https://www.gametextures.com/introducing-material-blender-for-substance-source/
Youtube vid explaining features and functions:
https://youtu.be/E20wFXLKJ90
Hit us up if you have any questions, comments, or requests. It's in active development. Next feature we're adding is a custom mask option - hopefully by early next week.
Working on a more realistic rock smart material. Works best on rocks with lots of crags and crevices. Rock model is my own this time.
https://www.artstation.com/artist/kayv
Crosspost from here.
Crosspost from here.
Treebark : D
By the way, my last stuff on Designer,
https://www.artstation.com/artwork/PN8Ry
The goal of the tool is to streamline and minimize baking setup time, also to get rid the need to ever leave Maya to bake. From my benchmark timing tests it takes me about 6-10 min to setup a bake in Knald, xNormal, Designer, or painter and even more time if you need to do test bakes or rebakes as you work. My tool cuts that time down to less 20 seconds, and that includes making the cage, exporting meshes, and naming/organizing meshes and maps.
Features include:
- Create a standard scene for all bakes.
- Create a standard naming and organization for all baked maps.
- Export all "smooth preview" meshes as smoothed for the highpoly model.
- Quickly make and edit a cage mesh. Making a cage with a single click, and then you can just slide the slider to inflate it.
- Select from a range of maps including all the maps needed for Substance Painter's masking system.
- Support off square baking (ie 1024x2048). Substance Batchtools by default does not support this.
- Select which UV set to bake to. Not a common feature for a lot of baking programs.
- Use name matching for cleaner bakes which gets rid of the need to “explode” a mesh and bake two AO maps.
- Use an external highpoly if you do not want to import it into the Maya scene.
- Launch/Create a new Substance Painter file with all the baked textures imported into it. Also supports an already existing painter file.
This looks awesome, are you looking to release it at any point?
Here's a procedural stone design entirely made in Substance Designer.
Hope its useful!
Hi guys! I made this node to get a full range of values out of my black and white information, it can shift the values of any black and white map or a normal.
With the new height blend node out I thought It would be cool to share this with you guys since I've gotten really great results with it.
It gets a little heavy so It would be best to change the position of the sliders at a lower resolution
The X slider of the first offset does nothing
The Y slider of the second offset also does nothing
I didn't know how to get rid of them lol
When the file gets approved on substance share ill link it hah
Edit: https://share.allegorithmic.com/libraries/2504
this video demonstrates all of the ways it can manipulate values
https://youtu.be/oT8Mcer27xc
Updating my bricks: https://www.artstation.com/artwork/JPDKD
Crosspost from here.
I recommend @josh_lynch 's great Gumroad tutorials on the herringbone bricks, it helped me a lot in adding detail to the bricks
and @rogelio 's wonderful marmoset presentation scene was used for the lighting
I pushed the heightmap more on the last one to show how the moss reacts to the bricks
I recommend @josh_lynch 's great Gumroad tutorials on the herringbone bricks, it helped me a lot in adding detail to the bricks
and @rogelio 's wonderful marmoset presentation scene was used for the lighting
I pushed the heightmap more on the last one to show how the moss reacts to the bricks. Criticism very much accepted
@K - Thanks for sharing that with us
@josh_lynchThank you for sharing your knowledge Ill be checking out your new tutorial on sand as well!
No problem just paying it forward
Seems like most people here post flat renders, via Marmoset? or Iray?
Here you go, any feedback most welcome. Planning to revisit it anyway, not just for better presentation but to add my own touch to it. Perhaps try adding shoe prints or something.
MarmosetViewer Link https://www.artstation.com/artwork/WzNkv
Thanks again Josh, btw this tutorial was without a doubt the best one yet and the graph layout was much easier to understand and revisit.
First substance finished after 2 weeks of learning.. It took 8-10 h spread accross 3-4 days to complete it. Graph looks big, but the major part is texturing and making masks. It looks chaos, but it works. More substances to come on next weeks, maybe even some project.
Cheers