I like using the Slope Blur method to make edge damages. It gives really nice sloped chipped away looking damage.
I used this to make two slope damage variations, one for the large breaks, and a finer noise damage. Then blended those two together with the original tile height map to get the effect.
Wow sweet method man, thanks so much for sharing. It gives brilliant results! I am still working on my Substance, should have it finished before my bedtime xD
I think you don't have to blend your slope results with your leveled tiles afterwards to keep the areas between the tiles. Just check in the slope node the mode and change it from Blur to Min. That should make sure that it only cuts into your tiles. But of course you can do it like this as well
I like using the Slope Blur method to make edge damages. It gives really nice sloped chipped away looking damage.
I used this to make two slope damage variations, one for the large breaks, and a finer noise damage. Then blended those two together with the original tile height map to get the effect.
I agree with the above post, but in my work I have noticed that the min mode doesnt work quite as expected, and will actually brighten some pixels, which I've had mess with grout on a few occasions. I usually multiply the grout back in afterwards to solve this.
@EbolaV Yeah you definitely don't have to blend it back in when using the min mode, but like @somedoggy said it tends to leave some lightened spots, which honestly probably aren't that noticeable but I like to have a more defined grout line. I'm probably just being super picky haha =]
I've used height map and normal only, no AO. Other as far as i see use height map too
Do you guys use the tessellation shader to preview your height maps? Using the roughness/metallic shader and bumping up the relief slider doesn't work to well for me lol
that's awesome Micaki, all that's missing are some of the bigger concrete splashes/drops between the tiles!
are you rendering in 4k?
thanks for the sbs file, I'll sure be checking it out!
ScrotieFlapWack i'm not sure if that is the problem, but press f9 and choose direct3d engine, and make sure you choosed view output in 3d view Tzur_H yes thats 4k(But 2k is not looking much worse), i actually forgot to change size so when you open the file sd will be a little bit laggy. And i know, between tiles i only added some noise so yeah, that space is quite empty
I'm new here, so hello everyone.
I've had Substance Designer for quite some time but only recently have I started to learn how to use it in new and interesting ways. I spent about 2 hours on this. It's not too great but hey, it's pretty good for a noob.
Hello there! i have to say cool stuff in here ! :O
i wanted to learn this and this is cool thread for that so
i have tried something and here is result:
i wanted to see if it is tileable with no artifacts
and top:
it was fun to make it! i will try to make another one or tweak this one.
//edit:
added some scratches made chink little bit smaller some holes etc..
just a QQ: How do you guys apply the tileable textures? Is it drag and drop and play around with parameters or do you actually tile them each individually(plane snap each). Or do you just tile them in the UVS.
Hi i am using view from substance designer materials->default->edit and change tiling. Or in UE4 i just use exported image from SD
Here is a shot of the progress I am making. I want to try and round off some of the corners of the tiles a little bit but can't think of the best way to do this. I thought may be a transform 2D node may work with a circular shape and use it as a mask but I couldn't get it to work
Right now I am using various noise nodes to get the edge wear on the tiles I have a few of them plugged into a multi switch grey scale node which goes into a blur then goes into a slope blur grey scale and both of those setups go into a blend node.
Here is a shot of the progress I am making. I want to try and round off some of the corners of the tiles a little bit but can't think of the best way to do this. I thought may be a transform 2D node may work with a circular shape and use it as a mask but I couldn't get it to work
Try something like this, from Hugo Beyer. Then blend it back in with the original, 90 degree corner tiles with a mask.
Thought i would join with these challenges as i am learning Substance my self
Great work on here already, looking at you Micaki & JonConley and of course Jerc, but you got a head start :P
Here is my attempt. So i did a plain, slightly mossy and then worn down mossy. Not sure if the worn down is a step too far.
C&C are welcome and if anyone wants to know how did something then do ask.
graph:
This looks incredible! The dirt and cracks are beautiful. I would love to know how you are blending your colours. When I tried to blend mine I was getting horrible results. I couldn't seem to find a way to just mask the grout layer of my Substance and the more blending I did the worse it got lol
This looks incredible! The dirt and cracks are beautiful. I would love to know how you are blending your colours. When I tried to blend mine I was getting horrible results. I couldn't seem to find a way to just mask the grout layer of my Substance and the more blending I did the worse it got lol
cheers man!
So when it comes to doing my diffuse i will use some of the noise generators from the noise tab. Sometimes it is worth applying a Histogram Scan to them so you can get rid of the "wishy washy" nature of some of them. I also use a lot of masks from my Normal map. so where i have cracks, i will feed that into the diffuse using a blend. Blend types i regularly used: Blend, Multiply and overlay. Then it is all about layering it up. Takes sometime and can be tricky. My final advice is a weakened overlay of your curvature map. (you can get some in effects, plugs out of your normals) This makes it pop a little bit. Not too much though, it can look cartoony then.
Good spot! I have updated and fixed it (ended up doing it with a grunge and blend layer)
Just going back to what i said before, because i was using the masks from my Normal map cracks, the diffuse updated automatically, so the green is still only in the cracks. Very useful
Been messing with this for an hour or so for the last few nights. Still a WIP, need to tweak some stuff . But this is where I'm at so far. Crits are welcome!
Pumped to see so many people taking part in the challenge!
Love this thread! Been trying to learn substance by myself for some weeks, this will definetely help speed up my learning and stop that procrastinating problem!. I'll update soon hopefully.
Here is my final render. Thought I would stop now otherwise I would be forever tweaking haha.
Looking forward to the next weekly challenge! xD
These are both great starts, i think where you guys are lacking is scale. It's hard to gather what scale the tiles are. The distance between each tile is a good indication. But weather effects, cracks and grime and dirt all help indicate the size, and helps the brain make sense of the image.
Ok I am revisiting mine at some point today. @walklikethis your results are crazy man can't stop looking at it haha. I think the two area's I need to focus on is my blending and understanding masks a little better. Things get completely messy for me when I start blending and using various blend modes and also when I try to do some masks (the grout layer was difficult for me and I still didn't get it right lol)
Here is my attempt. I don't understand how people manage to keep their spiderwebs so tidy, mine is a complete mess. I guess tidiness comes with experience
For deeper grout lines you can try using subtle displacement or parallax. Also normal strength is set to 1 by default but you can crank that up higher if you'd like.
As for attachments showing, try uploading them to an image host or a website like dropbox and then link it on the forums using the
Hello guys,
Some really nice work going on here. A nice way to learn new tricks. I started with Substance Designer some time back. Still getting a hang of it.
@walklikethis thanks for the feedback! Here is my latest attempt, took your advice and added a bit of moss and cracks. Not perfect but good for now. I also included a video of the controls that come with this one. Not sure if anyone is interested in that kind of thing.
Also, @ansh0488 the leaves on your material are a nice touch . They seems a bit clean, but there is really solid height separation between the leaves and your concrete. Very cool!
Replies
Wow sweet method man, thanks so much for sharing. It gives brilliant results! I am still working on my Substance, should have it finished before my bedtime xD
I wanted to give this ago and had a spare couple of hours.
@EbolaV Yeah you definitely don't have to blend it back in when using the min mode, but like @somedoggy said it tends to leave some lightened spots, which honestly probably aren't that noticeable but I like to have a more defined grout line. I'm probably just being super picky haha =]
My try.
Feel free to download for learning purposes
https://www.dropbox.com/s/r8hmvxnqhjahfws/Concrete_tiles.rar?dl=0
Do you guys use the tessellation shader to preview your height maps? Using the roughness/metallic shader and bumping up the relief slider doesn't work to well for me lol
are you rendering in 4k?
thanks for the sbs file, I'll sure be checking it out!
Tzur_H yes thats 4k(But 2k is not looking much worse), i actually forgot to change size so when you open the file sd will be a little bit laggy. And i know, between tiles i only added some noise so yeah, that space is quite empty
I've had Substance Designer for quite some time but only recently have I started to learn how to use it in new and interesting ways. I spent about 2 hours on this. It's not too great but hey, it's pretty good for a noob.
i wanted to learn this and this is cool thread for that so
i have tried something and here is result:
i wanted to see if it is tileable with no artifacts
and top:
it was fun to make it! i will try to make another one or tweak this one.
//edit:
added some scratches made chink little bit smaller some holes etc..
zou can download my messy SBS here :
Right now I am using various noise nodes to get the edge wear on the tiles I have a few of them plugged into a multi switch grey scale node which goes into a blur then goes into a slope blur grey scale and both of those setups go into a blend node.
All normal map and height map, with the roughness map done. I will be working on the base colour next
Try something like this, from Hugo Beyer. Then blend it back in with the original, 90 degree corner tiles with a mask.
Thought i would join with these challenges as i am learning Substance my self
Great work on here already, looking at you Micaki & JonConley and of course Jerc, but you got a head start :P
Here is my attempt. So i did a plain, slightly mossy and then worn down mossy. Not sure if the worn down is a step too far.
C&C are welcome and if anyone wants to know how did something then do ask.
graph:
Looking forward to the next weekly challenge! xD
This looks incredible! The dirt and cracks are beautiful. I would love to know how you are blending your colours. When I tried to blend mine I was getting horrible results. I couldn't seem to find a way to just mask the grout layer of my Substance and the more blending I did the worse it got lol
put a directional warp and crank it up to give the cracks some variation
cheers man!
So when it comes to doing my diffuse i will use some of the noise generators from the noise tab. Sometimes it is worth applying a Histogram Scan to them so you can get rid of the "wishy washy" nature of some of them. I also use a lot of masks from my Normal map. so where i have cracks, i will feed that into the diffuse using a blend. Blend types i regularly used: Blend, Multiply and overlay. Then it is all about layering it up. Takes sometime and can be tricky. My final advice is a weakened overlay of your curvature map. (you can get some in effects, plugs out of your normals) This makes it pop a little bit. Not too much though, it can look cartoony then.
hope that helps dude
@roboy
Good spot! I have updated and fixed it (ended up doing it with a grunge and blend layer)
Just going back to what i said before, because i was using the masks from my Normal map cracks, the diffuse updated automatically, so the green is still only in the cracks. Very useful
Cheers
My test, now adding a moss dirt. Rendering with Marmoset.
Pumped to see so many people taking part in the challenge!
Oh, is there a Skype group for this yet?
Cheers~
Thanks!
tried to make another one
UE4
SD5
SBS:
These are both great starts, i think where you guys are lacking is scale. It's hard to gather what scale the tiles are. The distance between each tile is a good indication. But weather effects, cracks and grime and dirt all help indicate the size, and helps the brain make sense of the image.
Try adding some cracks using this method:
Good stuff dude
Not a fan of my moss, but I didn't spend much time on it.
Was fun, been ages since I did any texture work at all, but judging by some of the graphs on here, mine is excessively complex!
Here's my attempt.
I've seen a few up here that have had much deeper grout lines, mind sharing your secrets?
Also for some reason I can't seem to get my images to display on my posts.
For deeper grout lines you can try using subtle displacement or parallax. Also normal strength is set to 1 by default but you can crank that up higher if you'd like.
As for attachments showing, try uploading them to an image host or a website like dropbox and then link it on the forums using the
Some really nice work going on here. A nice way to learn new tricks. I started with Substance Designer some time back. Still getting a hang of it.
Here goes my attempt.
[IMG][/img]
[IMG][/img]
[ame]https://www.youtube.com/watch?v=iJSJdpSkUTs[/ame]
Also, @ansh0488 the leaves on your material are a nice touch . They seems a bit clean, but there is really solid height separation between the leaves and your concrete. Very cool!