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Quick question on giving more relief no my texture in SD

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dry0n vertex
Hi everyone! I've been working on this texture and I'm stuck trying to give more relief to the tiles. How can I do it?


083d251652f719dc7a62bdba7571d27f.png


If you can also give some feedback on the texture it's appreciated too.

Thanks so much and sorry for such a noobish question!

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  • EagleTopGaming
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    You use the "Normal" node you get when right clicking and plug in any black and white image. White = taller, black = lower.
    test.png
  • cgvinny
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    cgvinny polycounter lvl 9
    Hey @drYon,

    2 questions :
    -do you have a normal map on your model ?
    What is the type of material you use ?
    (if you can post an image of your graph outputs it would help as well ;-))
  • dry0n
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    dry0n vertex
    cgvinny wrote: »
    Hey @drYon,

    2 questions :
    -do you have a normal map on your model ?
    What is the type of material you use ?
    (if you can post an image of your graph outputs it would help as well ;-))

    Hey! Sorry for the lack of information!

    Yes, I have a normal map, and I'm using the default PBR Metallic Roughness material. Here are some pics of the graph.

    750726d3b8f3303048346a8cc4607ca0.png


    bc9f48f1015d2d05da1e9e47bd68c3af.png

    4c27f7ba89233a14937024c97f506743.png


    If you need more information please ask for it. Thanks for your time!
  • Kosai106
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    Kosai106 polycounter lvl 13
    Why did you blend your normal with a white colour..?
  • Michael Knubben
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    Yeah, something about that normalmap is odd. You're blending a normal map with white, then making it greyscale and turning that into a normalmap again?
    Whatever the intended effect there, when I look at the screenshot I see no normalmap at all, so I would begin by figuring that part out.
    Then, if you get your normalmap to work but it's too faint, you can turn up its intensity in the normal node.
  • dry0n
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    dry0n vertex
    I made that because I was going crazy trying to make it work but I forgot to undo that step.

    But the problem is still there, I don't know how to make my tiles look with more relief than the floor.

    EDIT:

    Ok guys, I got more or less the effect I was looking for, I just blended the grayscale tiles with the same node with blur and I got this:

    49f8ef81f921af5c0dcf5b4bf2361e9d.png
  • Cay
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    Cay polycounter lvl 5
    well in general I'd start by creating a height channel.. building up height info in black and white.. and at the end of the graph turning it into a normal map by either using the height blend node or the "normal" node.. and don't forget to up the intensity inside the node
  • Vincent_DEROZIER
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    Vincent_DEROZIER greentooth
    Hi Dry0n,
    you must only create your normal from something which is a pure Height map (Scenario A), do not use height map from a normal and then reuse it to obtain a normal (Scenario B) you will lose to much volumes informations :

    Normal%2BTips.png

    If you want to remove the alpha in your normal before the export just plug a RGB-A split node before your Output.
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