I just came across this thread, I had no idea Substance D was even capable of producing these kinds of results. Your work is amazing.
If you have time; would you do a tutorial on how you managed to produce these textures?
Keep it up, looking forward to more...
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.
Love this latest texture, Josh. What's your process for the large rocks? They looks really believable to me. Really like the surface definition you have on them.
Looks great man! I think having some more color variation in the dirt will help sell it, as it comes across as slightly flat right now.
Even just some subtle variations between lighter and darker grains of dirt should help. I think the main dirt color value also might be a bit too bright, unless it is meant to be a very fine sort of dusty sand.
I will say it is super impressive that there isn't any really noticeable tiling.
Really like the adjustments Josh. I really enjoy the lighting on the flat on plane render, shows your dead grass and color variations nicely. Looking forward to those tuts. Keep on kicking ass hombre.
Thanks Josh for the tut, very informative! Just curious, for the randomisation of stones you used different tile samplers and after just blend outputs? Thanks!
Thank you kindly Josh! I'll give it a look this week btw how do you still have your two blue signature colors?! mine didn't transfer with the update and there's only one shade of blue. no white either
Chase - I am not sure how I have the colors, I didnt modify anything ha. I just took a look at my signature settings and dont see any of the code I used to see, otherwise I would copy the data for you.
Teho - Yes thats exactly it. I would use additional Tile Samplers and a very similar set of nodes to sculpt the rock form. But the additional Tile Samplers would be used for size variety as well as masking purposes.
Chase - Thanks! Glad its reading like mud so far. I did an initial pass of debris last night so its not final. I am open to ideas/suggestions. What do you feel?
I meant the glossiness of it! I took a look at some google images and it seems in many cases the highlights were a bit sharper. This is me being picky though.
I do like the high frequency details, those look good!
I decided to go for a dried mud to create more visual interest across the material read. Initial block in of debris details. Basic pass on color and gloss separation.
I want to thank you for this inspirational thread, substance designer has been on my mind for a while, it makes me want to really dive in and experiment
Replies
If you have time; would you do a tutorial on how you managed to produce these textures?
Keep it up, looking forward to more...
Zepic - Tutorials will be coming! :poly142:
rogelio - Thanks Rogelio! In my most recent version I added some more contrast and pushed some more color.
Looking good!
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
Leandrojsj - Google Rogelio Olguin, Hugo Beyer, Richard "Pipes" Franco for great tutorials.
Raul - Glad your enjoying Substance Designer! I would point your question to the Substance Designer Master Thread
Decided to do a ground render.
Even just some subtle variations between lighter and darker grains of dirt should help. I think the main dirt color value also might be a bit too bright, unless it is meant to be a very fine sort of dusty sand.
I will say it is super impressive that there isn't any really noticeable tiling.
Reduced noise, added finer details, and pushed hue/contrast in dirt and stones. Debris added.
So now it´s time for you to prepare some tuts
Goshi - Thanks! I am working on it :-)
Final pass on ceramic roof tiles. Thanks to everyone for their feedback.
I hope you enjoy it and look forward to comments and feedback. Sorry it took so long to put together, thank you for your patience
Josh
Do you mean to get different sizes and colors of the stones?
btw how do you still have your two blue signature colors?! mine didn't transfer with the update and there's only one shade of blue. no white either
Teho - Yes thats exactly it. I would use additional Tile Samplers and a very similar set of nodes to sculpt the rock form. But the additional Tile Samplers would be used for size variety as well as masking purposes.
Aten2000 - Thanks so much glad you like it!
I do like the high frequency details, those look good!
Updated pass on the dried mud.