If you're doing PBR ready substances, could i request that you make two variants of each? I've made (it's on the first post of this thread) a full specular shader. would be useful i think to have metalness and specular based substances for PBR workflows. I'll help as much as i can, also =]
First substance finished after 2 weeks of learning.. It took 8-10 h spread accross 3-4 days to complete it. Graph looks big, but the major part is texturing and making masks. It looks chaos, but it works. More substances to come on next weeks, maybe even some project. Cheers
Thanks m4dcow! My graph looks much cleaner now! Ok, tldr version since this got deleted by mistake: * First substance * borrow from that awesome stone substance * colors are controlled by a dynamic gradient * can use a mask, a base texture, or a completely procedural starting input * being rendered in UE4
I don't think Substance is very ideal for doing high poly workflow - I haven't tried it. Never thought about doing per vert. Cool idea. Some programs can generate a curvature map based on your high poly. Zbrush can if you select peaks and valleys, paint the peaks and bake out a vert color map. Modo can create a vert map…