Hey everyone,
I’ve been experimenting with creating a diamond PBR material with prongs. I managed to build a decent version in Substance Painter, but as expected it only really works at the baked scale.
In Designer, I know the procedural approach is the “proper” way for infinite scalability, but I was wondering about trying a hybrid workflow:
Model the repeatable pattern in 3D.
Bake height/normal maps onto a square plane.
Bring those maps into Designer as a base, then layer procedural detail (scratches, dust, etc.) for flexibility.
I realize baked maps are resolution-dependent and won’t scale infinitely like procedural nodes, but in theory this seems like a good balance between accuracy (from 3D) and flexibility (from Designer).
Has anyone here tried this kind of hybrid approach for gemstones or other high-precision materials? I’d love to hear about your experiences or any tips.
Thanks!
Replies
but...
in this case, generating that shape by combining shapes in designer is relatively simple and it can easily be shoved into painter with exposed parameters. soo.... if you need a lot of different tiling gemstones for your project it might be worth putting the extra effort in at the beginning