Still can't get my head around this concept. I don't understand how you're getting the lines to appear so perfectly on the sides of the planks. I get that it comes from the luminosity map being fed into the initial direction warp but I just don't seem to be getting the same results or anything close. For now I've took out the nodes at the bottom used to adjust the sizes of the lines to try and help eliminate complications and just focus on the positioning.
Right now, you get the lines in the middle of the planks. Invert your warp input to the directional warps (the combined gradient pattern). You can do that in the levels node before you multiply the gray-scale-square pattern.
Ah ok it was indeed just an invert on the mask that was the issue here. Now I'm starting to understand the general idea here, still not perfect but enough for me to go and practice with so a huge thanks for the repeat feedback there. Much appreciated.
100% Substance Designer. No modeling, No Sculpting. Broken up into 4 graphs. Rendered in Marmoset
I assume that being all this heightmaps, so, correct me if I'm mistaken but the 2 planes making the axes are actually 4 planes, right? 2 of them with inverted faced overlapping the 2 first ones? So it displaces the geometry in both directions making the roundness?
Hi everyone,i have recently completed this work with Substance Designer. I tried to recreate the iDroid from MGSV using only Substance Designer, without modelling any parts of it. Hope you like it. If you wanna see a small breakdown and other screenshots https://www.artstation.com/artwork/lANle
I'm sharing the simple material tile generator node that I used in making the scifi hexagons above. If anyone is interested to download it - https://gumroad.com/l/BQgSS
Cross-post from WAYWO, but here I can post the full image. Would anyone be interested in a little break-down of this? If so, let me know and I'll try to make one!
Hi everyone I want to share this material created using Substance Designer, i tried to make a Sci-Fi Texture. Hope you like it. If you wanna see a small breakdown: https://www.artstation.com/artwork/YaLAGY
Some Decal stuff I've been working on mostly created in Designer! Some of the sticker images were sourced from online, and some are vectors made in Photoshop.
Hey Guys! How is your day going? This is my first time posting here, I am a newbie I have "finished" this Cliff Material, inspired in the Genbudo Park in Japan. More pictures here: https://www.artstation.com/artwork/Pmo44n I would love some feedback! Have a nice day guys!
I'm not entirely sure if this is the right place to post this but, if you are a Unity developer and you just so happen to use our shader editor, you'll be happy to know that we now support the new Unity 2018 Substance Plugin.
It allows for some pretty interesting effects, manipulating Substances via shader is a great way to tweak your assets without needing to recalculate them.
100% Substance Designer. No modeling, No Sculpting. Rendered in Marmoset. Trying to push whats possible with the shape extrude node, and minimizing clipping as much as possible. Hope you all enjoy.
I've worked on this cliff material. I call it the ''Petra Cliff - Material'' Here take a look at the full artstation post! https://www.artstation.com/artwork/v1DXk6
A Substance Designer Stylised Ice Material [14 Nodes]. I am planning on
creating tutorials on Substance Designer in the future, feel free to
visit my YouTube Channel: https://www.youtube.com/c/EliasWick
Replies
Still can't get my head around this concept. I don't understand how you're getting the lines to appear so perfectly on the sides of the planks. I get that it comes from the luminosity map being fed into the initial direction warp but I just don't seem to be getting the same results or anything close. For now I've took out the nodes at the bottom used to adjust the sizes of the lines to try and help eliminate complications and just focus on the positioning.
@Daniel_Swing
Ah ok it was indeed just an invert on the mask that was the issue here. Now I'm starting to understand the general idea here, still not perfect but enough for me to go and practice with so a huge thanks for the repeat feedback there. Much appreciated.
If you wanna see a small breakdown and other screenshots https://www.artstation.com/artwork/lANle
I posted for the first time, I hope to learn and grow here.
https://www.artstation.com/artwork/01odV
https://www.artstation.com/artwork/l36WY
https://www.artstation.com/artwork/noGx9
@Supp1k_AAA
Nice texture. Make sure you make your shadows a bit soft by increasing the width of your light a tad bit.
If anyone is interested to download it - https://gumroad.com/l/BQgSS
https://www.artstation.com/artwork/Jla2ed
https://www.artstation.com/artwork/xzA8WR
If you wanna see a small breakdown: https://www.artstation.com/artwork/YaLAGY
https://www.artstation.com/artwork/Kaaw8y
https://www.artstation.com/artwork/rRRqe2
More images and breakdown on Artstation: https://www.artstation.com/artwork/qA99q2
GIF of variations
I have "finished" this Cliff Material, inspired in the Genbudo Park in Japan. More pictures here: https://www.artstation.com/artwork/Pmo44n
I would love some feedback! Have a nice day guys!
I'm not entirely sure if this is the right place to post this but, if you are a Unity developer and you just so happen to use our shader editor, you'll be happy to know that we now support the new Unity 2018 Substance Plugin.
It allows for some pretty interesting effects, manipulating Substances via shader is a great way to tweak your assets without needing to recalculate them.
Here's a quick overview
https://www.youtube.com/watch?v=T1yFqAecvAc
More about our product: Asset Store - Polycount Thread
Trying to push whats possible with the shape extrude node, and minimizing clipping as much as possible. Hope you all enjoy.
Here take a look at the full artstation post!
https://www.artstation.com/artwork/v1DXk6
Here take a look: https://www.artstation.com/artwork/mq8Y28
Can't remove the post it seems
Devil May Cry's wall entirely done in Substance Designer. No modeling, only textures.
If you want to see a small breakdown and high resolution screenshots:https://www.artstation.com/artwork/DxLV4y