Pardon my ignorance, but what's the advantage of using a procedural material vs a texture made in photoshop for instance?
It's ok gerbilho, lot's already pointed that out. For me, it's the power to customize, vary, and all following a non linear approach. When you create in photoshop, you lose the quality the more you tweak, which is the opposite on Substance, as you can delete nodes or create nodes without destroying your work. Also the fact that substance can deliver masks for roughness and height and tweak that in realtime is much different than saving a file in photoshop and having to export to an engine for previewing. That does not give you height at all.
I'd say it's all about control and customization.
Also Substance creates a procedural code file, where you can send it off to a lot of known engines (unity, udk, etc) and you will be able to tweak parameters there, again, realtime.
It's ok gerbilho, lot's already pointed that out. For me, it's the power to customize, vary, and all following a non linear approach. When you create in photoshop, you lose the quality the more you tweak, which is the opposite on Substance, as you can delete nodes or create nodes without destroying your work. Also the fact that substance can deliver masks for roughness and height and tweak that in realtime is much different than saving a file in photoshop and having to export to an engine for previewing. That does not give you height at all.
I'd say it's all about control and customization.
Also Substance creates a procedural code file, where you can send it off to a lot of known engines (unity, udk, etc) and you will be able to tweak parameters there, again, realtime.
That makes sense, I can see the advantages now.
Will definetly try Substance Designer!
When you create in photoshop, you lose the quality the more you tweak.
I'm going to also ask for my ignorance to be pardoned now, but how exactly does tweaking your texture in Photoshop result in a reduction in quality? If you are working in a lossless file format like psd's, and using adjustment layers etc. then every is also non destructive and completely editable (not in realtime)
Don't get me wrong, I think all of these examples procedural are amazing, I was just confused by that reason.
I'm seconding a tutorial as well, it'd be great to have some guidance as to where to get started with SD and procedural Materials.
It depends, the more you tweak your levels, etc, you get to lose quality a lot of if you are using 8bits format. 16 bits may still hold somethings, but not everything.
I found what I think I wanted to to do as tutorial, and I will be recording it very soon:
Hey man, I've been following your work recently, It's Amazing. These are some of the best textures I've seen come out of SD. Would love to see your process. Do you have any tutorials online anywhere? if not, are you planing on making some in the near future?
Great stuff, I love how the grout sticks out on that last one. Nice Surface detail as well.
And loggie24, you're maybe joking but, I really don't understand how learning new tools has anything to do with cheating. I think learning substance has actually improved my workflow on other things, such as modeling or sculpting, just by forcing me to think things out more before doing.
Bravo! amazing work haha... I'm fresh new to Substance Designer.. Still behind a lot actually because I wasn't aware of Substance Painter until I had learnt about SD... Curious question, do you utilize SP at all during your pipeline? in and out of your substance material studies?
LOL, I also use zbrush for other stuff, but yes, FWAP is right, i don't think using a tool is cheating. If you don't want to cheat, i'd consider doing a normal map through Paint Brush (just kidding)
@ae.: Since I used the lines, I made a cracked map, and did some blur subtracts to get that. In the video I showed what I mean by the blur subtracts, let me know if you understand or not.
@angrymindtricks: I am not using any painter there, just designer, since my goal is doing tileable texturing.
Guys guys relax, i was just joking. I said it was cheating because it looks to be so effective compared to previous sculpting techniques etc. And the result is just amazing...
Replies
I've been looking at Substance in a whole new light
Only normals/height for now
If you want to see our progress, come check out here: http://www.polycount.com/forum/showthread.php?t=147971
Thick Rust:
Worn Varnished wood:
Hi,
the wood looks really awsome. Would you mind to give a little bit more inside on how you did it?
That would really help me a lot!
Thanks!
Great great work! I want to see more!
Nice job man!
It's ok gerbilho, lot's already pointed that out. For me, it's the power to customize, vary, and all following a non linear approach. When you create in photoshop, you lose the quality the more you tweak, which is the opposite on Substance, as you can delete nodes or create nodes without destroying your work. Also the fact that substance can deliver masks for roughness and height and tweak that in realtime is much different than saving a file in photoshop and having to export to an engine for previewing. That does not give you height at all.
I'd say it's all about control and customization.
Also Substance creates a procedural code file, where you can send it off to a lot of known engines (unity, udk, etc) and you will be able to tweak parameters there, again, realtime.
That makes sense, I can see the advantages now.
Will definetly try Substance Designer!
I'm going to also ask for my ignorance to be pardoned now, but how exactly does tweaking your texture in Photoshop result in a reduction in quality? If you are working in a lossless file format like psd's, and using adjustment layers etc. then every is also non destructive and completely editable (not in realtime)
Don't get me wrong, I think all of these examples procedural are amazing, I was just confused by that reason.
I'm seconding a tutorial as well, it'd be great to have some guidance as to where to get started with SD and procedural Materials.
I found what I think I wanted to to do as tutorial, and I will be recording it very soon:
This is what I'm going to show:
Here's the material update:
not fair, can I also borrow your brain? You are awesome!
And loggie24, you're maybe joking but, I really don't understand how learning new tools has anything to do with cheating. I think learning substance has actually improved my workflow on other things, such as modeling or sculpting, just by forcing me to think things out more before doing.
[ame]http://www.youtube.com/watch?v=4F0VWM6qGg8[/ame]
Cheating? Hardly.
I hope you don't think Bugo's textures are only good because he uses designer.
@ae.: Since I used the lines, I made a cracked map, and did some blur subtracts to get that. In the video I showed what I mean by the blur subtracts, let me know if you understand or not.
@angrymindtricks: I am not using any painter there, just designer, since my goal is doing tileable texturing.
The cement between the tiles looks sloppy, like an amateur tiled the wall. Which is makes it look very realistic, awesome work!
What do u guys think?