Finished Material:
Original Post:
After watching
Daniel Thiger's tutorial on creating complex shapes and
heightmaps, I wanted to test what I learned by making something related
to sci-fi. Looking for a reference, I found this very interesting sci-fi control panel from
Jeremy Love's portfolio for Alien Covenant.
Seeing a lot of insets and bevels, this is a very
good opportunity to stretch my skills in shape creation. The goal is to create the reference 100% in Substance Designer, improve my skills in heightmap blending, and eventually create a portfolio-ready output.
For the next few days, I'll post some updates and share with you some of my discoveries that might help you in your future projects with Substance Designer.
Replies
Thanks to Palirano from the Allegorithmic Forums. He taught me a really cool way to create these beveled corners using Directional Blur:
One quick way that I learned on how to make something look stylized is to add visible highlights around edges, and then blend those highlights with your base color. The node setup below is the one I used. You get those edge highlights by blending a Curvature Sobel and a Curvature Smooth node, both of which are generated from your Normal map:
Overall, creating this material was a fun learning experience. Below are things I learned that you might find useful:
1. Avoid heightmap intersections if you can. One mistake I did here was that the edges of certain shapes and the shapes beside them were slightly intersecting. At first I thought it was perfectly fine to leave them like that because you can't see it anyway. Later, it caused some issues when creating the color masks.
2. Optimize early. Allegorithmic has provided a Performance Optimization Guide which everyone should read.
3. You might run of of RAM when trying to compute 4K or 8K maps. If your computer cannot handle the load, there is still a way to output these maps by using Substance Player.
4. When your graph becomes too complex, create subgraphs to make your work easier.
Things to Improve
1. I should have created an environment that would be the backdrop/setting of this material.
2. The Roughness Map can still be improved by utilizing the masks and varying the roughness along certain sections of the material.
3. The Dirt applied can still be tweaked and improved.
4. The warning labels on the lower left somehow looks out-of-place. Might be good to add a little bit of grunge here.