Created my first substance and got it working in UE4! Nothing fancy, just siding I'm going to use for a scene. Has seam and slope adjust, I'll probably make a slope curve adjustment because it's really flat right now and hard to really tell apart. need to add a bit more diffuse/roughness detail, but I might use a world…
Thanks! Yea I see your point. I noticed those too, but thought maybe it could be fixed on the shader side - like a lerp in UE4. That way I can retain the more specific details on the map. I have some controls that will lower some of the harsh detail to smooth some of those tranisitions. I'll run some tests and posts…
Raul!! What's up man! Yea SD is awesome!! So yea Jeremie's explanation is already pretty thorough. One thing I tend to do is put the instance and the associated textures inside a folder. It's been awhile since I used an sbsar in ue4 but before all the textures would end up in the same folder and it became hard to track.…
That's not a bad idea. We don't have those trees down here for reference though. It looks a little better when exported out to UE4 where I can set up the fresnel and lighting. I can't seem to get the lights to look right in SD. With the white base, everything washes out really easily. I was trying to get a look similar to…
I'd love to spend more time adding features to it, but it was enough of a struggle to get it to this point. Wish I could spend more time figuring out all the things I can do with it, but need to actually make some stuff with it! I have non-metals in the drop down as well, I figure I'll only use this for blocking purposes.…
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…
It's probably because the Shader in Designer convert your map from sRGB to Linear space. I don't remember if the shader in UE4 expect a linear or a gamma space texture. You can check quickly by doing a power of 2.2 and see if it works in your shader. In Designer you have some filters to convert from one space to another…
Hello Polycounters and Substance Designers! This is a master material I've been working on for a couple of weeks. * The materials involved here are Mud, Dry Dirt, Rocks/Stones, Sticks, and Dead Leaves. * Every material has been combined together in these 3 opengl renders with a water level node at the end. * The wetness…
@dzibarik - I don't know any tutorials but it usually has to do with animating a parameter inside UE4 blueprint. You can also connect use $time inside SD to drive a parameter I believe. So reapproached this hand painted cliff. Not as pretty, but more control this time. I have a better understanding of how to balance the…
I've been texturing since quake 3 days, just doing everything in photoshop, then progressing to zbrush/zapplink workflow. Substance designer blows old workflows off the planet. It's easy to learn, fun to use and super creative once you get a handle on the workflows. Even the best SD artist out there have not even scratched…