Hello Polycount, So I got some Christmas Presents/Black Friday deals this year. I have been trying to learn Substance Designer this past month from tutorials and such. Pushing my understanding and skills. I wanted to know if any of these tests are any good. I'm sure they can be pushed more and as my knowledge grows I want…
Hi, I'm trying to setup a parallax occlusion map in Substance Painter and then take it to Unreal Engine 4. Is there a tutorial available for this process? I've tried searching but so far I'm having the best results.
Hi there! Here's my latest work, a procedural palace ceiling material made entirely in Substance Designer and rendered in Marmoset. It's based on a 16th century ceiling from "Palau de la Generalitat" located in Valencia, Spain. The aim of the project was to get a better understanding of shape creation methods inside…
Hi... I'm new to Substance Painter and am looking for the equivalent of "mask by cavity" in Z-Brush where you can mask out all the little cracks and details and then darken them. Sort of like ambient occlusion but getting right into all the normal map cracks and making them stand out. Thanks for any help with this and…
Hi everyone! I'd like to share with the community some of the personal materials I make with Substance Designer. Starting this on September 2017. Let's start with a cliff. It's a rocky surface blended with a dirt one using a custom mask. The first is an IRay render. The second one a Marmoset render. If you have any comment…
This demo makes a great use of procedural textures, consequently, instead of storing heavy bitmap data in the package, only the procedural substances are stored (sbsar files from Substance Designer). Then when the demo is loaded, the textures are generated by the CPU and stored in memory. Nicolas
Substance painter cannot import Maya interactive groom Polygons, not sure why. If anyone can get it to work can you please tell me? Link to asset is below. https://mega.nz/#!W34j2BxL!qrbwqAEuuZhDDfVqqsDaNhXTCBrtXarj0EJRxx90yQ8
Yes that is actually what the problem was. someone from substance painter told me to make the object be a triangulation as substance painter doesn't do well with n-gon so need to triagulate it
Anyone know why I'm getting these dark lines along the edges of my objects after I bake them in substance painter? Heres an image of what im talking about.... Is this because the edges are to hard? Should I bevel them or something or is it an issue of resolution on the UV Maps?
Hi Guys, I'm currently looking for any type of work - freelance/temp/full time. I'm familiar with several things, but most recently using Substance Designer to create smart tileable textures. arvinmoses@gmail.com Here is some current work: Thanks guys! Full Portfolio @ www.arvinmoses.com