I'm about a week in to learning SD and iv'e surprised myself with how quickly iv'e been able to pick it up. I do have a question regarding height/tessellation. I haven't been able to achieve the amount of height or concave detail iv'e been hoping for out of my normal map. Iv'e seen some great work here of bricks and cracks…
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…
Previewing height maps is alot easier and looks alot better if you go to your material options in the 3D view and go to edit, and change the height value. For me it was defaulted at 0, so for the longest time I just assumed it didn't work. Now this has a slight effect on the PBR material renderer, but I advise switching…
I think you'll find there are a very lot of people who bought SD in the recent sales after seeing exciting videos like the gunformer template thinking that they'd be able to do that out of the box, only to discover that none of that comes with SD. There are a couple of good tutes out there, the cymourai one in particular,…
I decided to give Substance Designer another try. My results: I really started diggin it. When I started to treat the program like math program with images, it all become much more clear now. It's not best result, but it's better than anything I have made in SD before :D. I think I start using it more. As once material is…
Question. How often do you still source photos when using Substance designer? I've tried to eliminate it while learning, but I am stuck on making a sort of... http://static4.depositphotos.com/1021178/342/i/950/depositphotos_3429384-Tile-roof-in-medieval-a-city.jpg That kind of roof texture. I feel I would need to source…
@AdvisableRobin Thanks man, the rounded cube really helped the material. Also did another version of the wood for more smoother surfaces. Also, the rock surface video from the substance guys on YouTube is by far the best tutorial I've seen. I've learned quite a bit from watching that. @FOGBRAIN It would help your material…
Thanks for all your help, i really appreciate your time guys. I would love to get rid of these seams. but everything i try doesn't work. I've read forum after forum about normal maps and smoothing groups and hard/soft edges etc. but again everything i try doesn't work :( Baking normal maps has always been a problem for me…
Super cool Nicolas! I think I wanna try to take that bevel section and see if I can create a bevel node with it. Super organized too. Wish I made my stuff like that. @Dave - Thanks for the compliments man! Very humbling to hear. It's looking really good! Can you post it from toolbag or unreal? the SD viewer tends to lose…
@jerc: Yes the normal map baked out of Max has padding still it doesnt really seem to consider the padding at all. The bake that I get appear to only read the information just within the UV island borders anyway. One thing that might have something to do with it is that when I load my fbx into substance designer (exported…