Does anyone know where to find info on baking models in Substance Designer using UDIMs? Roamed the web but the Substance Painter sources clutter what I am looking for.
Hey everyone, I made this padded spacestation wall, inspired by some great artworks I found on Artstation. Check out my Artstation for many other renders, as well as color variations.
Hope you like it!
This looks really cool. Any chance you could share how you did that? Would love to learn.
I was hoping someone could help me with a material I'm trying to make. I'm trying to make a stylized wall material of Santorini similiar to Overwatch.
Below are my references:
I'm having trouble getting that up and down shape going. Basically I want an up and down slope like rolling hills that will basically be the plains of the rocks. This is my attempt so far but I can't seem to get it to look like I want it to. How can I create a gradient on each cells node?
Could someone help explain how to get the dimension of a texture map and transform a shape base on that ratio? I am having some difficulty solving this problem.
I made this flax rope material. I learned alot because this was my first material with fibres^^ I used the rope on my recent prop art: https://www.artstation.com/artwork/rQw3e
Hey ! Here's the latest node I made for Substance Designer. It allows you to automatically crop out the black pixels of an image (or alpha channel). Perfect for maximizing texture space or automating your texturing process. Check it out !
Hey polycounts. I made another Tile Study. This time based on a ref from textures.com Feel really comfortable in Designer now, atleast with simple shapes. :]
If you like it, you can find an awesome sxy sphere render on my Artstation!
Hey ! Here's the latest node I made for Substance Designer. It allows you to automatically crop out the black pixels of an image (or alpha channel). Perfect for maximizing texture space or automating your texturing process. Check it out !
Hi guys..Im working on a architecture project, which has a random rubble masonry work like the image i have attached below. can some one help me to re create the pattern in substance designer?? i have gone through tile generators and cant get that kind randomized arrangement and shape of rocks.
@deebak14: I would break it down into several patterns, the macro pattern would be something like the red lines:
and then add a sub-pattern that makes out the other smaller bricks (the blue lines). There are some other small details that I would generate later on at random (example in the yellow circle).
@deebak14 : I tried it out a bit, and I feel like three 'Tile Random' does the trick pretty good (two was almost fine). Granted, it doesn't give the slant that a lot of the sub-pattern stones have, so additional warping is required (but my old graph isn't built to support that, atm)
I think I'll put some more time into this tomorrow to get closer to your reference.
Process scans thanks to filters and tools in an adapted to photogrammetry workflow.
Substance Designer features a complete set of tools and filters including: Crop Tool, Color Equalizer Tool, Extract Channels filters (Multi-angle to Albedo, Multi-angle to Normal, Normal to Height), Smart Patch Clone Tool, Smart Auto Tile Tool.
Hello Polycounters and Substance Designers! This is a master material I've been working on for a couple of weeks.
The materials involved here are Mud, Dry Dirt, Rocks/Stones, Sticks, and Dead Leaves.
Every material has been combined together in these 3 opengl renders with a water level node at the end.
The wetness levels of the dirt and leaves are controlled through the mud's mask.
I've made it so leaves and stones will gather in the pits and they also get wet.
The material has many more variations and I'll be bringing it into UE4 to demonstrate its use in environment vertex painting/blending once I've finished exposing all the parameters and cleaning up the graphs.
Please don't hold back on any critiques, they are greatly appreciated!
Making some materials for a scene. Here is a parquet floor material done in Substance Designer ( colorized in Substance Painter). Would love feedback! Thanks!
@MarvinHeemeyer I really love your substances! So much detail and the destruction takes it to a whole other level! Would you mind sharing a bit of how you achieve the broken scattered tile debris? Are these just deformed shapes ran through a tile sampler?
Working on stylized planks. I'm wanting to place triangles on the ends, widest side on the edge and tapering into the plank (The red triangles). I've been able to create masks just for the ends but it's obviously just placing my cuts in that area, I need something to tell it to always place the widest part along the edge. Anyone have any idea to get elements to appear in very specific positions whilst still being procedural?
Left is a generator of cuts. Right is another variation of the mask that is just one side. This is my current setup, it's ok and some cuts work nicely but then some don't.
Even doing it in just one direction like this I still get the same issue. Works in some areas (highest triangle) but not in others. Problem with such a mask is that it's just placing it anywhere within the mask rather than a specific position.
Here is a closeup overlay to show what's happening. I'm telling substance 'Hey, only show triangles in the white areas'. It's doing that but it's not enough. I'm missing something here?
Hey Everyone, I wanted to share a recently finished artwork of mine with you all, inspired loosely by Marvels Civil War where I tried to depict the aftermath of the events. Made completely using Substance Designer and rendered in Marmoset Toolbag. 100% procedural!
Hope you'll like it Please check out the Artstation link for more views and maps break-up! Any comments and crits are most welcomed.
The thee first "tile random" nodes are identical, except one is random grayscale squares and the other two are mirrored gradients. - I blend the two gradient patterns with "min (darken)" and then level the values to the full 0 to 1 range. I then multiply the random grayscale square pattern to add some randomness.
- The fourth, thin "tile random" pattern is run through an edge detect, then directional warped by the random grayscale squares (just to break it up between the boards). - I then multiply the broken stripes pattern with the original grayscale pattern (it will help make different lengths in their cracks).
- I then directional warp the stripes pattern both up and down with the combined gradient-pattern, then add them together.
- Bevel the small cracks (to add the proper shape), multiply them with the random grayscale stripes and then multiply it on it self (to make the cracks have different length).
More warping is in order to make it more natural, of course.
This is where I end up, not quite sure how you're getting the taper and shortening the lines? Both warps have same intensity, only only is up and the other is down.
Getting better results now. Noticed I had luminosity in my initial tiles. So fixed that.
"- I then directional warp the stripes pattern both up and down with the combined gradient-pattern, then add them together."
I think you meant 'subtract' with this blend. I got the tapers from doing that.
So this is my best result yet, some work perfectly but some of the cracks widest area are not on the edges like in your example. Trying to figure that out next.
I crank the directional warp intensity up a lot (way above 1), I think that's your problem. Let me know if it works!
EDIT: @capone I put the intensity at about 3.15 (of course, it depends on what the warp-input looks like) This is how they intersect with each other after the warp (lowered the multiplication intensity to 85% for showing)
Replies
more renders: https://www.artstation.com/artwork/qWyAN
Any chance you could share how you did that?
Would love to learn.
https://www.artstation.com/artwork/WZwgE https://www.artstation.com/artwork/EealN
Below are my references:
I'm having trouble getting that up and down shape going. Basically I want an up and down slope like rolling hills that will basically be the plains of the rocks. This is my attempt so far but I can't seem to get it to look like I want it to. How can I create a gradient on each cells node?
This actually encouraged me to upgrade my substance designer to 6.0 an am loving some of the new nodes I'm seeing.
Could someone help explain how to get the dimension of a texture map and transform a shape base on that ratio? I am having some difficulty solving this problem.
Thanks in advance!
I used the rope on my recent prop art:
https://www.artstation.com/artwork/rQw3e
Hey ! Here's the latest node I made for Substance Designer. It allows you to automatically crop out the black pixels of an image (or alpha channel). Perfect for maximizing texture space or automating your texturing process. Check it out !
Auto Crop Node
https://gum.co/autocrop
Here, the text gets automatically scaled and centered
This shape gets automatically scaled up to use all the canvas space
I made another Tile Study. This time based on a ref from textures.com
Feel really comfortable in Designer now, atleast with simple shapes. :]
If you like it, you can find an awesome sxy sphere render on my Artstation!
can some one help me to re create the pattern in substance designer?? i have gone through tile generators and cant get that kind randomized arrangement and shape of rocks.
There are some other small details that I would generate later on at random (example in the yellow circle).
Process scans thanks to filters and tools in an adapted to photogrammetry workflow.
Substance Designer features a complete set of tools and filters including: Crop Tool, Color Equalizer Tool, Extract Channels filters (Multi-angle to Albedo, Multi-angle to Normal, Normal to Height), Smart Patch Clone Tool, Smart Auto Tile Tool.
This is a master material I've been working on for a couple of weeks.
- The materials involved here are Mud, Dry Dirt, Rocks/Stones, Sticks, and Dead Leaves.
- Every material has been combined together in these 3 opengl renders with a water level node at the end.
- The wetness levels of the dirt and leaves are controlled through the mud's mask.
- I've made it so leaves and stones will gather in the pits and they also get wet.
The material has many more variations and I'll be bringing it into UE4 to demonstrate its use in environment vertex painting/blending once I've finished exposing all the parameters and cleaning up the graphs.Please don't hold back on any critiques, they are greatly appreciated!
http://https//www.artstation.com/evgeniyvegera
https://www.artstation.com/p/y8l2R
https://www.artstation.com/artwork/3yGRE
https://www.artstation.com/artwork/3yA4J
Hey guys,
I just released a new Substance Designer node to create some cool Halftone effects, let me know what you think !
Halftone Filter
https://gumroad.com/l/halftone
Halftone Filter
Available Patterns : Dots, Dot Matrix, Line, Circle and Sine Wave
Animation showing different patterns
Making some materials for a scene. Here is a parquet floor material done in Substance Designer ( colorized in Substance Painter). Would love feedback! Thanks!
Candice Fonville
model
https://www.artstation.com/fonvillec
http://candicefonville.com/
@MarvinHeemeyer I really love your substances! So much detail and the destruction takes it to a whole other level! Would you mind sharing a bit of how you achieve the broken scattered tile debris? Are these just deformed shapes ran through a tile sampler?
Thank you for your time,
Candice Fonville
CrossPost: https://polycount.com/discussion/196899/clark-coots-substance-sketchbook#latest
https://www.artstation.com/clarkcoots
Left is a generator of cuts. Right is another variation of the mask that is just one side. This is my current setup, it's ok and some cuts work nicely but then some don't.
Even doing it in just one direction like this I still get the same issue. Works in some areas (highest triangle) but not in others. Problem with such a mask is that it's just placing it anywhere within the mask rather than a specific position.
Here is a closeup overlay to show what's happening. I'm telling substance 'Hey, only show triangles in the white areas'. It's doing that but it's not enough. I'm missing something here?
Any comments and crits are most welcomed.
The thee first "tile random" nodes are identical, except one is random grayscale squares and the other two are mirrored gradients.
- I blend the two gradient patterns with "min (darken)" and then level the values to the full 0 to 1 range. I then multiply the random grayscale square pattern to add some randomness.
- I then multiply the broken stripes pattern with the original grayscale pattern (it will help make different lengths in their cracks).
edit : never mind, it was my tile generator that was causing this. I do however still have some issues as demostrated in my following post.
and this is the mask I'm feeding the warp
"- I then directional warp the stripes pattern both up and down with the combined gradient-pattern, then add them together."
I think you meant 'subtract' with this blend. I got the tapers from doing that.
So this is my best result yet, some work perfectly but some of the cracks widest area are not on the edges like in your example. Trying to figure that out next.
EDIT:
@capone
I put the intensity at about 3.15 (of course, it depends on what the warp-input looks like)
This is how they intersect with each other after the warp (lowered the multiplication intensity to 85% for showing)
Hey guys! Just finished this Forest Cobblestone; 100% Substance. Hope you enjoy!! More renders here:
https://www.artstation.com/artwork/GAQBV