@Shinigami: I'm not sure I understand your question. Substance automatically tiles things, if that's youre question. Yes, substance can also texture props very nicely, specially if you use substance Painter together with it.
quick question: the tiles of you guys dont look tiled when applied. How is that sorcery done?
Ill try to answear this one maybe Bugo can expand.
I think you mean how to make a tiling texture not look tiled when tiling or lessen the effect.
Several things to this... short answer is practice. but some general guidelines below to follow... I am sure we can make a huge list of guidelines and workflows when it comes to this but here are some general things to look at.
Frequency of the shapes and forms
Maintaining an alike frequency of details in the texture tile when it comes to forms, size, length, rotation, and depth. For example if I am making a gravel texture and all of a sudden only a few of the gravel chunks are significantly bigger or smaller than the other you will visually get the viewers attention and that is when the player will notice the tile. So maintaining uniformity helps in this. Substance Designer procedural method actually helps this a great deal.
Color and Value frequency
When it comes to color and value it is good to maintain an overall tone throughout as to not have something obvious visually. like for example if you are making a cobble stone texture having variants per stone when it comes to color or value will add interest, but try not to deviate where one stone is red and one stone is green and than you only have one that is yellow, or also on value like one being too bright while the other very dark.
Pattern creating patterns
Architectural materials will use patterns more so than nature ones, but also be aware that sometimes when doing pattern placement sometimes you get other patterns sticking out visually so try to tweak placement in till the pattern is hard to find like the roof top substance Bugo did. it has a general pattern of staggered roof tiles on top of each other since it is a old roof tile look some are rotated and placed randomly to give it a more organic and natural feel. notice he has a few tiles that stick slightly out but he compensated by rotating others that are of equal distance to one another this helps to preserve a main pattern but also the mid to micro patterns.
Shaders and Textures
Making tiling textures for the most part will create textures that look like tiles... I can see most games and notice a tile pretty easily, but what makes it even less noticeable is actually doing great blends in engine combining several textures into a material vertex blend to make it a lot less obvious.
Sorry for slightly hijacking these are some general tidbit guidelines to follow when making tiling textures... I break these rules all the time also since sometimes I just want a specific look and I get the shader to help me out on the blend side to limit the tiled effect.
Replies
@Shinigami: I'm not sure I understand your question. Substance automatically tiles things, if that's youre question. Yes, substance can also texture props very nicely, specially if you use substance Painter together with it.
Ill try to answear this one maybe Bugo can expand.
I think you mean how to make a tiling texture not look tiled when tiling or lessen the effect.
Several things to this... short answer is practice. but some general guidelines below to follow... I am sure we can make a huge list of guidelines and workflows when it comes to this but here are some general things to look at.
Frequency of the shapes and forms
Maintaining an alike frequency of details in the texture tile when it comes to forms, size, length, rotation, and depth. For example if I am making a gravel texture and all of a sudden only a few of the gravel chunks are significantly bigger or smaller than the other you will visually get the viewers attention and that is when the player will notice the tile. So maintaining uniformity helps in this. Substance Designer procedural method actually helps this a great deal.
Color and Value frequency
When it comes to color and value it is good to maintain an overall tone throughout as to not have something obvious visually. like for example if you are making a cobble stone texture having variants per stone when it comes to color or value will add interest, but try not to deviate where one stone is red and one stone is green and than you only have one that is yellow, or also on value like one being too bright while the other very dark.
Pattern creating patterns
Architectural materials will use patterns more so than nature ones, but also be aware that sometimes when doing pattern placement sometimes you get other patterns sticking out visually so try to tweak placement in till the pattern is hard to find like the roof top substance Bugo did. it has a general pattern of staggered roof tiles on top of each other since it is a old roof tile look some are rotated and placed randomly to give it a more organic and natural feel. notice he has a few tiles that stick slightly out but he compensated by rotating others that are of equal distance to one another this helps to preserve a main pattern but also the mid to micro patterns.
Shaders and Textures
Making tiling textures for the most part will create textures that look like tiles... I can see most games and notice a tile pretty easily, but what makes it even less noticeable is actually doing great blends in engine combining several textures into a material vertex blend to make it a lot less obvious.
Sorry for slightly hijacking these are some general tidbit guidelines to follow when making tiling textures... I break these rules all the time also since sometimes I just want a specific look and I get the shader to help me out on the blend side to limit the tiled effect.
Great work!
Sorry about that! Btw, I love your substance materials.