ArtbyV wrote: »
Just getting into Substance and your work is really inspiring. How are you getting the grout to stick out so much on the sloppy brick texture? It's a pure texture with no geo, right?
beefaroni wrote: »
I agree with this. I would add interactive and fun to liberating. I have a bunch of materials that I can easily adjust sliders of to alter the final render in real time. Edge needs to be a bit wider for edge wear? Hmm, lemme try blurring this map. No clicking and waiting for DDO to save maps and update, it's more or less instant, which is a ton of fun.
I think the main problem that I have seen is that people are scared by the crazy technical parts of the software. For the time being, I've completely ignored all of that tech-y stuff and just use the nodes provided. I also bring in a decent amount of outside maps to plug in.
Anyways, back on topic. that first substance looks great. Are you doing everything inside of substance designer, or are you bringing in outside maps?
rogelio wrote: »
Looks awesome Josh Agree with Bugo more waviness depth to the dirt will add a lot.
For procedural rocks look at this tutorial this explains how to do procedural rocks.
This tut goes through on how to merge heights together non destructively and general basic tips. One amendment from this tutorial now Overlay is part of the blend properties so no need to use the old overlay node.
Excuse the horrible texture I make at the end this tuts were not really to show something amazing more so a workflow tut of how to make this sort of textures or generators.