Man so many cool cool cool stuff!!!! @somedoggy this is probably one of the best wood floors I've seen. patterns look really good and the gloss amount feels really accurate. I'd love to see your fan pattern graph if you get a chance. It looks like you may have approached it a little differently than some of the other…
Not sure how Josh does it but I decided to try it out. Here's my method in SD Honestly though if it's more complex than this - I'd suggest just dropping a simple svg. It'll add something like 5kb on your substance and it'll save you some work. Unless the stuff really makes sense to you, or you need the substance to be…
Hey MM: 1. Indeed a lot of things SD does can't be "converted" to Photoshop actions, so we can't really output a PSD, what we want to do soon though is to allow you to export only the outputs in a PSD with one layer per output. 2. SD is a 2D texturing app, and like photoshop it won't take care of the seams indeed. We may…
@Bruno Afonseca in this example i am making a brick texture, the method i'm using is i made a generator that produces a random brick tile i load it into my scene and clone out as many of them as i want to have bricks in my scene (Well half as many as for each one i also attach to a 2d transform to mirror it, so i get 2…
Small update on my tiles, decided to tweak it around, no pictures until I get off from work. I upgraded to Substance 5.0.2 and the way I was generating my tiles exploded because the Edge Detect node got changed so it now will detect edges that go off the canvas...not sure if there is a way to change that, until then I…
I have been looking a lot at Functions recently. One thing I keep finding myself wanting to see is a bit more feedback from the nodes themselves. Most of these things can be solved by doing tests and viewing the changes in the 2D/3D view but it would be nice to have (and quicker to iterate) some other feedback. - Is it…
I took advantage of the Steam sale during the holidays and got Substance Designer 4 and I LOVE it. Here are two muscle cars I did a couple of years ago. I had high resolution models for both and I used them to bake normal maps and ambient occlusion maps in Xnormal. Then I used these maps in Substance Designer to bake world…
Been awhile since I've posted here, but since I was just poking at this I felt I should give some response. Caveat: I'm relatively new to the whole substance thing, so my solutions to problems tend to be a little simplistic. The method you're showing there, is the standard way to generate cracks, but cracks come in…
I'm sorry to hear about your bad experience with SD :( I can answer a few of the issues you ran into though. The project structure is indeed pretty different from other software, but it serves the purpose of being able to share assets through an entire studio, having those shared resources separate from asset specific…
Been having a little play around with SD today, thought i'd make something that would be a pain in the arse to texture by hand... so went for an oldschool divers helmet. I thought it would be a good exercise from a highpoly model down to baked textures (not bothered about realtime shaders at this point). Once i'd made the…