Hi everyone,
Here is my Gnomon Tutorial on procedural texture creation. Been working on this on and off. Hope you all like it. I hope I do not put anyone to sleep
Link here
Description
In this lecture, Rogelio Olguin will introduce the basics of texture creation with Substance Designer. Rogelio begins by showing the steps to create height information, the initial foundation of the texture. The design of a cobble stone texture is then demonstrated from start to finish. During the process, Rogelio goes over his techniques and workflow for creating simple tools that combine into one final texture that can have endless procedural possibilities. You will get an insight into Rogelio's texturing philosophies when it comes to the visual interest of texture creation. Ultimately the goal of the lecture is to share powerful Substance techniques that can be used to create virtually any texture.
Chapters
- Introduction
- Substance Designer Basics
- Cobble Creation
- Cobble Dirt
- Pebbles Dead Twigs
- Cobble Colorize Part 1
- Cobble Colorize Part 2
- Cobble Roughness
Thanks to Gnomon and Specifically Daniele Volpe at Gnomon on helping me with last min fixes.
If anyone has questions let me know I am open to answer ill do my best to answer them in concise and as quickly as possible.
Replies
I've only just started watching the second colorize video but I've already learned so much workflow wise. Its already made me think differently about how to approach the substances i am working on.
Thanks again and keep up the awesome work, it truly is an inspiration!
Yep this is 100% procedural tutorial no imported zbrush or other work.
Having no highpoly or lowpoly created for this, how would one implement this efficiently to a game engine? The way this may be done will of course vary depending on the budget and platform (we could just make a plane, import the substance and call it a day), but if we had some budget for the walls and wanted the mesh to resemble the texture more, could we create a highpoly from the height map, and then decimate it like with ZBrush' decimation master? More details towards the edges of the walls, and if our shader allows us to we could import into the game engine our height map for some parallax magicks etc...
A visual example would be awesome, I'm very curious about this technique!
this time i will keep it short.
So Yeah
+1 on Visuals please