isn't it easier to design a heightmap in substance designer ? i tried to do a part and make it tile but its very hard to keep it this level undetected. its so hard to find a repetitive pattern. seems like fractal Voronoi.
Tangents are vectors in object space that are usually perpendicular to the normals. Binormals (which are also sometimes called bitangents) are usually perpendicular to both the tangents and the normals. In all common tangent spaces used today, tangent vectors correspond to pointing to the right on your UV map in 2D space.…
Thanks
for the advice PixelMasher, that’s the area I can definitely see I need
improvements in. Could you help me better understand the use of texture and
trim sheets though? The idea I
had with making high poly models was to bake smooth edges on my low poly
objects, the environment isn’t really beat up so I didn’t see a…
we did a custom fence tool with Houdini and Houdini engine to evaluate it, even linked it with a substance. Quite nice. Would have been an awesome if Houdini engine itself were free, or cheaper. But just for a few tools that aren't always used it seems a lot of money. Unless you pull of some sort of game changing tool for…
For anybody wondering, you can also do the same thing in Unreal Engine. I had that question myself and decided to just try it. Worked like a charm. I created a new master material with the texture channels set to parameters that I could plug the textures that a new substance factory instance would create into. I figured I…
Just beat Dying Light, great game, it's awesome that you're a part of their team. While the characters are strong in-game, the environment and props really impressed me. It's a world I just love running around in, it's all so atmospheric and each piece feels so cohesive and familiar. There's a strong grounded feeling to…
Hi, You don't need to use a conversion node in the graph itself. If the inputs for the shader are images that are meant to be displayed, for example base color, then they are most likely in sRGB space so they need to be converted to linear space before computations are performed in linear space. In UE4, you need to set the…
Quixel vs Substance? Depends what the studio uses that you're aiming for. Generally projects use one or the other. In the long run however, my money is on Substance. I would skip Mari unless you aim for film - not because it's a bad program, but because I don't see it having a strong foothold in game dev. Having said that…
I'm not sure if there is a website that just has screenshots of graphs, but you can browse a library of free Substances on Allegorithmic's Substance Share site: https://share.allegorithmic.com/ Many of these materials can be opened in Substance Designer so you can step through the graph and see how people have set up their…
Hi there! I am working on this piece of fan art practice/portfolio piece of Stan Winston's Pumpkinhead. I'm on the texture creation phase in Substance Painter, and wanted to get some thoughts on what I have so far, and what more it needs. I think it looks ok, but it feels like it's missing something to really take it to…