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Gloss Spec map Tilling

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Enaeth polycounter lvl 2
Hello !
I'm making a new project on Substance designer : A floor covered by coins. But I have an issue on my gloss and spec map. (I'm usually Metallic/roughness but since it's for my portfolio and my render is made on Marmoset, I experienced something new)
The tail and head of the coin are both on two differents graphs, and my floor is on another one. My workflow was simply using the tile sampler on the 4 maps ( color for diffuse/normal and b&w for spec/gloss) to create 3 differents layers of coins.
So far here's my result (I still have to do the height map of course)


BUT as you can see, I have some issues on the light reflexion. The problem is quite simple.
Here's for exemple a sample of one of the diffuse maps (Tile Sampler Color)

And here's the same sample with the spec map (Tile Sampler greyscale)

(Same with the Gloss map)

So I'm  a little confused. Maybe using the tile sampler was a bad idea but I'm stuck. I don't know how to have the same result with a different method (I tried the splatter and it's the same result), and I don't know how to make the coins not "melting" with each other.

Is anyone faced the same issue before ? Do someone have a solution on this ?
Thanks a lot !

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