I've posted this on the substance forums, but I figured maybe some people would also be interested. Here's what I'm going to present:
- Intro to procedural materials
- Workflow of using procedural texturing into a game pipeline
- Creating a Substance tileable material from scratch
- QA and portfolio reviews
If you are interested, come down, it's free:
https://www.facebook.com/events/827197567356636/
I hope to see some of you there, if you end up going, please RSVP in there, and say ur going.
Replies
Found this on the Facebook page.
I mean in substance you tend to generate all the maps that make up a material.
Procedural textures that combined get into a material, therefore, you can call procedural materials
You can use Substance Designer for High Resolution as well, correct, not only game creation ?
It's a 4 hour lecture ? Can someone post the Live YouTube link before the lecture goes live, not 5 minutes before it goes live either.
http://youtu.be/-m9ej-S_zxk
Well I can say right here, I was timed contrained, so I couldn't keep going, but I would have get the dirt to show the pebbles a bit more, i would have more edge quality instead of the blobbiness I left, I would be creating dirt and dust where the edges of the cobblestone meet the floor, the dirt spaces could have been a bit more random and not so large, I could have added a bit more moss.... and then, I could have deleted the whole graph and done in a completely different way, or I could have sent the heightmap to zbrush and manually done what I wanted there. hehe
The main purpose was to show that you can use procedural tools for your workflow.