Hi
Here is my first attempt to create a stylised texture using substance designer.
I wanted to get some feedback before creating more stylised materials.
Below is the two version of my material :
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Here are my maps (in order : roughness, normal, diffuse) for the wood base.
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At least my graph setup and a link to my sbs files
here .
Replies
During my weekend i worked on my stone brick material, i would like have some advise and feedbacks on it.
here are the results :
I think that i'll work on a methode to bring out the curvature map from my height map using substance. With this curvature map i should be able to hightlight the hards edge of the brick texture to make it match the style.
And yeah, i'll work too on the color of the bricks, i think that a blueish color would be good, but before that i'll reduce the noise on the bricks and create a dirt material that would appear in the gaps.
I'll post the changes this week.
As previous as a new user of substance designer i ask you some feedbacks to improve myself.
Here are my Brick texture and my wood texture retouched to match the style
For the brick texture i reduced the over all noise and added some other noise (cracks and holes) , i also added light on the hard edges with a curvatur map.
For the wood texture i only modified the colors and cleaned the node (it was a big mess)
And at last i created 2 generators the first create more or less crack and holes and the second is a rock generator that i ll use for a dirt/rocky ground.
Today i post here a water substance inspired from "Zelda the wind waker" and it's animated !
But i have some issues with the animated substance, i can't figure how to make it smoother and usable for video game.