I am currently learning Substance Designer and decided to texture a mech asset I made a while ago. So far I'm super impressed with SD and wanted to share my progress. C&C welcomed along with any tips for Substance designer.
I took my graph for the body section of the mech and applied the leg maps and colour ID. Did a bit of tweaking and added in some glow effects. Used the bitmap nod to do some hand painting to adjust the glow shape and colour.
Thanks, I have attached a pic of my graph along with a basic workflow breakdown
@ teknomancer
If you are just getting into Substance designer some parts of the graph may not make sense. I learned by watching the Getting Started tutorials and got my basic workflow from watching a tutorial by Christophe Desse "Substance designer simple texturing step by step".
I learned by watching the Getting Started tutorials and got my basic workflow from watching a tutorial by Christophe Desse "Substance designer simple texturing step by step".
good choice on the color change. the green on green wasn't working. To take this one step further i'd make some warning labels or some kind of technician stickers on the back of the unit. It'll give some scale to this mech. Although, if this mech is really large then technician warning stickers might be too small to even read.
The overall color scheme is better than before. One thing that sticks out to me is the spec/gloss properties of the paint don't match a paint job over metal (as you are implying with the worn edges revealing metal). Maybe bump up the gloss a bit on the white and blue paint to give it a little more realism?
So i'm not sure if you're trying to make this look remarkably realistic or not. Because the first view of this I really enjoyed, with the over saturated green.
@ tac0m - Thanks for the feedback, Im using the metal/roughness workflow. I have added some decals but still feel it needs a better sense of scale.
@ miamigator09 - Im going for paint on metal, I have been playing around with the roughness values of the paint and agree it was too glossy in the last render. I have made some adjustments thanks.
@ pmiller001 - Im going for a more realistic look glad you like the first render, but I feel it looks a bit too cartoony.
WIP 3
I have made changes to the roughness values of the paint along with the dirt levels. I have moved out of Designer and into Painter and am now adding custom texture deal such as leaks, decals, scratches and dirt. More to come.
@ tac0m - Thanks! You should be able to see the added details below.
I have moved from Substance Designer into Substance Painter and added custom detail such as panels, bolts and grunge. Next step is to pose and keep adding detail. I'm really impressed how easy it was to move into painter and continue texturing. Rendered in Toolbag 2.
Replies
I took my graph for the body section of the mech and applied the leg maps and colour ID. Did a bit of tweaking and added in some glow effects. Used the bitmap nod to do some hand painting to adjust the glow shape and colour.
Can you show your material graph plz?
Thanks, I have attached a pic of my graph along with a basic workflow breakdown
@ teknomancer
If you are just getting into Substance designer some parts of the graph may not make sense. I learned by watching the Getting Started tutorials and got my basic workflow from watching a tutorial by Christophe Desse "Substance designer simple texturing step by step".
More to come.
glade that i did at least help one person :-)
@ Kaine123 - Thanks for the feedback, overall I'm happy with the edge wear but agree the colours are a bit saturated.
I have made some adjustments to dirt levels, overall roughness and paint colours. Next step is to pose and add more decals.
@ miamigator09 - Im going for paint on metal, I have been playing around with the roughness values of the paint and agree it was too glossy in the last render. I have made some adjustments thanks.
@ pmiller001 - Im going for a more realistic look glad you like the first render, but I feel it looks a bit too cartoony.
WIP 3
I have made changes to the roughness values of the paint along with the dirt levels. I have moved out of Designer and into Painter and am now adding custom texture deal such as leaks, decals, scratches and dirt. More to come.
I have moved from Substance Designer into Substance Painter and added custom detail such as panels, bolts and grunge. Next step is to pose and keep adding detail. I'm really impressed how easy it was to move into painter and continue texturing. Rendered in Toolbag 2.
More to come.