@bradhb3d Super sharp :). I love the color variation throughout the wood grain. How are you handling the plank scaling? I've been trying to use the X and Y scaling in the Tile node, but wasn't sure how to keep the Interstice width right as you scale down. Very excited to see you part of these challenges!
@sltrOlsson I was thinking pretty much the same thing recently.. I just don't know if there's any way to get stones to respect composition. Maybe the other guys can give a hint on that.. but there's really no other way than placing them randomly in SD, right? (apart from placing them by hand which defeats the purpose of…
Hi all, I'm making my first submission. I'm using Substance 4.6 to make and render the shader. Dont quite think I achived the colors but like the general look of it. Hope you like. Any comments are welcome. Note: I slightly multiplied the AO with the color so the image woudnt look all washed and plain. Is it normal? Right…
Hey, here's my attempt of the day. I tried to go for the complex one. It doesn't exactly feel like the one in the references but it's just a reference right ? :D By the way does anyone knows why my texture looks so different depending of my lighting in Toolbag ? It feels like the contrast in the albedo is not the same…
Thanks for your response! How would I go about changing the resolution of a Substance Designer file after it has already been made. (not while in the set-up of a new file) I guess up to a point sharpening can be a bit of personal preference. I think I like it because of how details that are quite blurred without sharpening…
Hmmm you're right. Maybe I've had added too many pebbles and now it seems too even. I think I will try to tweak it, the cloud trick could do the work (thanks for that!) You can mask the elements you placed randomly, so they will appear only in the places you want them to be. For example, if I want to put some little stones…
Hi Shinigami, IDK of any out there right now. Most of the ones that cover more organic mats are walkthroughs. Rogelio Olguin has a pretty good one covering creating mud and rocks. https://vimeo.com/user474658 It's kinda cheating but I worked on these about a week ago. Gonna try to refine my juniper and pine bark this week…
It seems far better suited for simple textures and anything more complicated is where you bring in your own files for masks or normals. Maybe its best to think about the texture and the layers of detail needed. So a rubble may have many different types of rocks, but then you add in grass and moss, broken items, leaves,…
@luthyn, It depends really. Organic, overlapping, complex folds I would of course simulate or sculpt.. but superficial creases or folds I would probably do in Substance like I did above. I would of course have specialized utility nodes like this tiling seam (made from both a fold utility and a stitch utility bashed…
@Fansub Really digging the asfalt material, but not so much on the paint, I'd switch the zig zagging pattern and use some scratches noise or even a Clouds node with levels tweak to make it sharper. Right now the zig zag it's too noticeable imho!. How do you guys work around showcasing your substances? I can't find a good…