No problem share it only if you can :) . Your brick are cool it's just that I kind of like the strong shape you had in your previous version. Speaking about stone when you talk about jungle temple you are talking about that : or that ? Because I don't know why but those kind of lines reminds me much more some modern brick…
I made an account just so I could post here, seeing I see a good amount of people talking about this program Are these any good and professional tutorials for Substance Designer & Painter to get me up to speed? I'm right out slow and bad at learning software, and there seems to be a lack of tutorials for this program
Painter will keep evolving and most of what you are asking for (especially for tileable and non-square textures) is coming. In the meantime, Designer with a mix of sculpts and procedurals should take care of all your needs if used right. There will be some talks at GDC in March that should shed a light on that type of…
Gentlemen gentlemen gentlemen.... does ANYBODY know if Hugo Beyer is sharing an in-depth look at the graphs for his bark and stone (see here <https://artstation.com/artwork/substance-materials-personal>). I'm just sitting, glued to the screen looking at those beauties, and I had to ask if maybe I overlooked a post…
This color key you might be talking about is a custom one that was made. Though algorithmic has very similar ones within the material blend/mix nodes. I belive he is also using a shader that helps him isolate ID colors which is also custom. These are custom and will likely never come out unless remade by the community.…
This is an interesting method!!! But yes, it is not ideal in the sense that it is difficult to select the values that are needed, i.e. it depends heavily on chance. So, we have two problems: 1. This is a random rotation of each figure by an angle that is a multiple of 60 degrees. 2. In fact, we do not have 6 different…
Is it possible to generate outputs to .raw format so that Unity could then read as Heightmap info for terrains? I was hoping to generate a terrain via substance at runtime. Though, I'm not sure if I should be talking to Allegorithmic or Unity people for this one. Not afraid to dive into code for this (I work mainly in C#),…
Hey Neox: Substance uses whatever normals are inside the mesh, so "explicit" like they are in UDK. You can tell it to override though. On your screenshot it looks like you just need to flip green though (they call it DirectX <> OpenGL normals). Also, you're talking about switching engine, keep in mind that is NOT the…
You should try the curvature bakes by yourself :) The Cymourai stuff is almost 2 years old now. Yes, I meant one layer per output. It is simply impossible to convert a substance graph into a PSD. There are too many things Photoshop cannot do. We already talked about letting people expose only some of the nodes in a PSD,…
So I'm pretty damn sure about a week ago I saw someone on the forums who was able to produce random values for shapes in a b/w mask as if it were done with a flood fill operation. After spending some time searching I've unfortunately been unable to find it but I know it was in one of the big threads. Anyone know who I'm…