Wow, I've been thinking about replicating the tiles, but I would create the mask in Photoshop and then work with it in the Designer. How did you did those starlike shapes?
empeck - Maybe this weekend I can do a write up on it. I just started off with the most basic of shapes to create the tapered rectangle then once that was made used that same shape to create the star shapes. All the while ensuring it tiled ok. Is anyone else interested in a write up?
Getting used to node based workflows with substance working on my quick sci-fi texture to try and learn as much as possible.... still a long way to push for its roughness to be more accurate... Crits appreciated
Not sure how Josh does it but I decided to try it out. Here's my method in SD
Honestly though if it's more complex than this - I'd suggest just dropping a simple svg. It'll add something like 5kb on your substance and it'll save you some work. Unless the stuff really makes sense to you, or you need the substance to be adjustable, most times it's not worth the hassle.
I'm planning to do a grass texture the next few days and I'd like to try to control the length and the curve but I think I'm gonna start off with a simple baked png.
As far as the seams - make sure you have the right bake settings. Here are two values to consider:
Also yea - check your edge normals. If it's a hard edge you'll need to break the uv seam.
Oh yea... Dave looking really cool!
I did a double take when I saw it... LOL.
You might consider scuffing the edges a bit with the metal wear node and giving the panels a bit of lift using blur.
@josh_lynch, excellent work. Just one question - the tiles shape are painted outside of the Designer?
Are these seams visible on all your bakes or only those using the normal map as input?
Are you sure you don't have hard edges or unwelded vertices on these triangles?
It seems FX-maps are needed but I also think it can be done using conventional ways. It definitely can be done because Allegorithmic are selling herringbone substance on their site. If you don't solve it I'll get back to it after I finish texturing my crossbow.
Not sure how Josh does it but I decided to try it out. Here's my method in SD
Honestly though if it's more complex than this - I'd suggest just dropping a simple svg. It'll add something like 5kb on your substance and it'll save you some work. Unless the stuff really makes sense to you, or you need the substance to be adjustable, most times it's not worth the hassle.
I'm planning to do a grass texture the next few days and I'd like to try to control the length and the curve but I think I'm gonna start off with a simple baked png.
As far as the seams - make sure you have the right bake settings. Here are two values to consider:
Also yea - check your edge normals. If it's a hard edge you'll need to break the uv seam.
Oh yea... Dave looking really cool!
I did a double take when I saw it... LOL.
You might consider scuffing the edges a bit with the metal wear node and giving the panels a bit of lift using blur.
Haha thanks for the critique! Yeah I got some inspiration from your work, its pretty impressive, so for you to even compare ours has made my day
I think I'm going to change the grunge/metal underplate too.. maybe try some hazard stripes or something, might even add some more detail to the tile by removing 1 perimeter strip of the anti-slip.
Will update tonight.... I would like to learn to make wood and then rock but am really struggling; organic things are much less easy to break down
Thanks for all your help, i really appreciate your time guys. I would love to get rid of these seams. but everything i try doesn't work. I've read forum after forum about normal maps and smoothing groups and hard/soft edges etc. but again everything i try doesn't work
Baking normal maps has always been a problem for me and i hoped substance designer would make it easier for an artist. I'm nearly at the end of this, thinking of giving up .
I've attached another screen shot..Can anybody give me some advice? all the verts are welded etc. i've tried one smoothing group and also multiply ones for each uv island but i still get the same seams.
dzibarik - Thanks for your reply. I saw that brick example as well, it is helpful though I am not looking to make it manually using Transform 2D nodes. I also saw your post on mirroring using stripes. I tried that and while that works that method cuts off the the end of "planks" or "brick".
I am after functionality from something like the "Tile Generator" so things like scale, rotation, luminosity, and offset can be adjusted randomly.
FX Maps is something I have not explored. I will try that.
arvinmoses - Thanks for your post. Ill create a write-up on how I created it soon.
@josh_lynch: I'm a couple pages late to the party, but thank you VERY much for putting forth the effort and writing up a cohesive tutorial on cracks in SD
A few more tweaks then I'm calling it done I think. Crits always welcome;
@ LahceneBelbachir looking good; I'd think about the scale though; if it was to tile think how big and noticeable those cracks would be. Also add some roughness and small detail variation; maybe some old oil patches, some unevenness etc
Kosai106 - Thanks for your reply! I think that may be the ticket in the end. I was looking for something that I could get a uniform bevel without having to blur but this works for sure.
I asked around on the Allegorithmic forums and Nicolas Wirrmann posted HERE that he had made something a while back and it was exactly what I was looking for. The setup he created allows for bevel control tile amount etc. Its really great!
Kosai106 - Thanks for your reply! I think that may be the ticket in the end. I was looking for something that I could get a uniform bevel without having to blur but this works for sure.
I asked around on the Allegorithmic forums and Nicolas Wirrmann posted HERE that he had made something a while back and it was exactly what I was looking for. The setup he created allows for bevel control tile amount etc. Its really great!
Oh that is nice!
I need to spend some more time with SD - It can produce some really cool stuff!
I started to use bake option, its not bad at all, save quite a mount of time ! the only stuff that missing is probably transfering hipoly map applied texture diffuse/image to lowpoly
Super cool Nicolas! I think I wanna try to take that bevel section and see if I can create a bevel node with it.
Super organized too. Wish I made my stuff like that.
@Dave - Thanks for the compliments man! Very humbling to hear. It's looking really good! Can you post it from toolbag or unreal? the SD viewer tends to lose some texture detail.
Trying to create a hand painted cliff inside Substance Designer. It's all procedural - no hand painting..
I think it's getting close but need some help. I want something that will have some roughness and will actually take light rather than a straight diffuse or diffuse/normal. Any ideas?
Giving it away the sbsar- will update with link later.
Calling this done (unless anyone has some tips to push it further), been a fun learning process... started making some wood now we shall see how it turns out!
But if I add another filter, say for "foliage," then of course it returns nothing.
I guess in short what I'm asking for is if there's an "OR" operator I can add to the "contains" entry of the filter to grab both "grass" and "foliage."
tzydpro - Cool! Its a good start. Adding more hue value and saturation shift would help a lot to make the blades feel more organic. As well where there is currently black is a great opportunity to add some dirt. Looking forward to updates!
Thanks to everyone on this forum page and Allgorithmic for inspiring me to create some textures again.
I just got started with this program, but it seems like it can do anything.
I tried some concrete, ceramic tiles, mud/dirt, rubber, wood floors but I wanted to show what I have been making so far.
All these are WIP and took about 3 hours on average so far...
In no particular order...
SUBSTANCE CHALLENGE!
Hey we haven't done one yet but how about a substance challenge? Someone posts a texture and we try to recreate? I don't have any ideas on what texture to do, but maybe some one else does?
Also could someone help me here...
I'm trying to get a handpainted look out of Designer. I need something to maybe posterize my shadows. I'm using Rogelio's curvature node to get the peaks, but I need to get them to look a little more like paint strokes. I think maybe I can use a directional warp or blur to get something like paint strokes on the lower end.
Any ideas that can point me in the right direction?
@EArkham... Couldn't you add a second filter - i.e.
Graph -> URL -> Contains -> path_to_substances
ALL -> Description -> Contains -> grass = filter1
Graph -> URL -> Contains -> path_to_substances
ALL -> Description -> Contains -> grass = filter2
?]
Well, yeah, I can split them up under more filters but I don't want to do that -- I want to combine grass, ivy, etc into one rather than have a single material under the "ivy" grouping and then 3 under "grass" etc etc.
Adding a second filter under one grouping only shows materials that match BOTH filters. So one for "grass" and then one for "ivy" is going to show materials that have both "grass" and "ivy" in the category/name/etc (in other words, no materials).
Hmmm... see what you're saying. You could try sorting it via tags. Tag them both as nature. So you could filter it via Description, and filter it via tags.
Hmmm... see what you're saying. You could try sorting it via tags. Tag them both as nature. So you could filter it via Description, and filter it via tags.
Yeah, I'm thinking that's probably the only solution unless they add in more filter options. Take some time to manually tag all the materials.
I think a challenge is a great idea. I've been doing something similar with a friend of mine where we pick a texture from CGtextures or some thing and try to emulate it in SD. We do a google hangout session and share each other's screens so we can see what the other is doing and figure stuff out together.
I do have a question for the thread though, and forgive me if this has been answered in the thread somewhere. I started to go through it from page 1, then I realized there were 45 pages :P
How do I prevent a transform 2D node from tiling the shape I'm transforming? I'm watching a video where the guy clearly has that set up, but he never says what he did.
Had fun making the Camo fabric for a rifle strap that I m working on, Never tried any cloth in SD but took about 20 min to make it with a lot of happy accidents.
I love happy accidents:)
Replies
Honestly though if it's more complex than this - I'd suggest just dropping a simple svg. It'll add something like 5kb on your substance and it'll save you some work. Unless the stuff really makes sense to you, or you need the substance to be adjustable, most times it's not worth the hassle.
I'm planning to do a grass texture the next few days and I'd like to try to control the length and the curve but I think I'm gonna start off with a simple baked png.
As far as the seams - make sure you have the right bake settings. Here are two values to consider:
Also yea - check your edge normals. If it's a hard edge you'll need to break the uv seam.
Oh yea... Dave looking really cool!
I did a double take when I saw it... LOL.
You might consider scuffing the edges a bit with the metal wear node and giving the panels a bit of lift using blur.
Oh and I got featured on cgchannel for my substance giveaways. Yay!
http://www.cgchannel.com/2015/01/download-five-free-substance-procedural-materials/
Are you sure you don't have hard edges or unwelded vertices on these triangles?
Problem with this set up is the edges have a severe drop off in slope.
Anyone have any ideas?
Thanks!
I've been trying to do it a month ago but life and other projects got in the way unfortunately. We disscuss it here - http://www.polycount.com/forum/showthread.php?t=129560&page=37
Here is the post with what I've got - http://www.polycount.com/forum/showpost.php?p=2157823&postcount=916
It seems FX-maps are needed but I also think it can be done using conventional ways. It definitely can be done because Allegorithmic are selling herringbone substance on their site. If you don't solve it I'll get back to it after I finish texturing my crossbow.
Haha thanks for the critique! Yeah I got some inspiration from your work, its pretty impressive, so for you to even compare ours has made my day
I think I'm going to change the grunge/metal underplate too.. maybe try some hazard stripes or something, might even add some more detail to the tile by removing 1 perimeter strip of the anti-slip.
Will update tonight.... I would like to learn to make wood and then rock but am really struggling; organic things are much less easy to break down
you might wanna look here
http://www.polycount.com/forum/showthread.php?t=107196
and here
http://www.polycount.com/forum/showthread.php?t=81154
enjoy
Baking normal maps has always been a problem for me and i hoped substance designer would make it easier for an artist. I'm nearly at the end of this, thinking of giving up .
I've attached another screen shot..Can anybody give me some advice? all the verts are welded etc. i've tried one smoothing group and also multiply ones for each uv island but i still get the same seams.
I am after functionality from something like the "Tile Generator" so things like scale, rotation, luminosity, and offset can be adjusted randomly.
FX Maps is something I have not explored. I will try that.
arvinmoses - Thanks for your post. Ill create a write-up on how I created it soon.
Started to work on this cracked asphalt texture a few hours ago,
I'm a total noob, this is the result so far, loving this amazing software:
Set the pattern type to square instead of brick, then apply a blur in the end.
Worked for me!
A few more tweaks then I'm calling it done I think. Crits always welcome;
@ LahceneBelbachir looking good; I'd think about the scale though; if it was to tile think how big and noticeable those cracks would be. Also add some roughness and small detail variation; maybe some old oil patches, some unevenness etc
I asked around on the Allegorithmic forums and Nicolas Wirrmann posted HERE that he had made something a while back and it was exactly what I was looking for. The setup he created allows for bevel control tile amount etc. Its really great!
Oh that is nice!
I need to spend some more time with SD - It can produce some really cool stuff!
It's slightly different from the on on the allegorithmic forum, I've added 2 more mask outputs and an exemple.
https://www.dropbox.com/s/bdbgyvz9qy6306m/herringbone.sbs?dl=0
Super organized too. Wish I made my stuff like that.
@Dave - Thanks for the compliments man! Very humbling to hear. It's looking really good! Can you post it from toolbag or unreal? the SD viewer tends to lose some texture detail.
Trying to create a hand painted cliff inside Substance Designer. It's all procedural - no hand painting..
I think it's getting close but need some help. I want something that will have some roughness and will actually take light rather than a straight diffuse or diffuse/normal. Any ideas?
Giving it away the sbsar- will update with link later.
Entirely procedural, in-the-box tools/masks only.
For example, if I want foliage and grass in the same substance category, I'll have filters:
Graph -> URL -> Contains -> path_to_substances
ALL -> Description -> Contains -> grass
But if I add another filter, say for "foliage," then of course it returns nothing.
I guess in short what I'm asking for is if there's an "OR" operator I can add to the "contains" entry of the filter to grab both "grass" and "foliage."
Graph -> URL -> Contains -> path_to_substances
ALL -> Description -> Contains -> grass = filter1
Graph -> URL -> Contains -> path_to_substances
ALL -> Description -> Contains -> grass = filter2
?
Finished up a chainmail for use with characters. My first material for character texturing.
In case you guy haven't seen I started a site where I'm giving away free sbsars.
Here is the chainmail mat:
http://substance.arvinmoses.com/product/chainmail/
any tips? still feels pretty lackluster =(
I just got started with this program, but it seems like it can do anything.
I tried some concrete, ceramic tiles, mud/dirt, rubber, wood floors but I wanted to show what I have been making so far.
All these are WIP and took about 3 hours on average so far...
In no particular order...
https://www.dropbox.com/s/l3e061921t9p1j6/escher.sbs?dl=0
Hey we haven't done one yet but how about a substance challenge? Someone posts a texture and we try to recreate? I don't have any ideas on what texture to do, but maybe some one else does?
@Nicolas Thanks for the share!
Also could someone help me here...
I'm trying to get a handpainted look out of Designer. I need something to maybe posterize my shadows. I'm using Rogelio's curvature node to get the peaks, but I need to get them to look a little more like paint strokes. I think maybe I can use a directional warp or blur to get something like paint strokes on the lower end.
Any ideas that can point me in the right direction?
Well, yeah, I can split them up under more filters but I don't want to do that -- I want to combine grass, ivy, etc into one rather than have a single material under the "ivy" grouping and then 3 under "grass" etc etc.
Adding a second filter under one grouping only shows materials that match BOTH filters. So one for "grass" and then one for "ivy" is going to show materials that have both "grass" and "ivy" in the category/name/etc (in other words, no materials).
Yeah, I'm thinking that's probably the only solution unless they add in more filter options. Take some time to manually tag all the materials.
A challenge would be awesome, count me definetly in.
I do have a question for the thread though, and forgive me if this has been answered in the thread somewhere. I started to go through it from page 1, then I realized there were 45 pages :P
How do I prevent a transform 2D node from tiling the shape I'm transforming? I'm watching a video where the guy clearly has that set up, but he never says what he did.
As far as the tiling - switch tiling to absolute, then switch it to no tile.
any suggestions are welcome .
Substance package: https://www.dropbox.com/s/e8wr85c5e4xcxss/Asphalt_Light.sbs?dl=0
Update 2:
Update 3:
Again all procedural - no actual painting
Fully procedural
I love happy accidents:)
Enjoy.
more tiles
missing tiles