Thanks for the crits, I appreciate it. I see that waxiness you're talking about, gonna try and get rid of that. The roughness should probably be mostly white, these things don't shine much if at all.
Are you talking about the vertex color realtime shader blending? Because the standard system from RaD bakes the blended materials down to a single texture, which is exactly what Substance would do.
@Robin Many thanks!!! Sorry but I don't remember having talked to you before.. Have we met before? Just like getting to know fellow Substance Designers & game artists :D
Some others could give better advice but a directional dirt effect could be done with a world space normal map, you've gotta make sure you've got no overlapping uv's though. The pod racer tutorial talks about it I believe.
So this is what I'm talking about and I believe it to be a major contributing factor into why I can't get it looking just right, it looks fine in substance and in photoshop so I have no idea what is wrong with it. In PS/Sub Designer In marmoset
Made a bunch of dungeon-like textures to experiment with the techniques shown on this talk: Video: http://gdcvault.com/play/1022323/The-Ultimate-Trim-Texturing-Techniques (requires login) Slides: http://gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques (free) 100% procedural :)
Hey poopipe, I'm not sure I understand your question... I don't have any issues combining multiple SDF nodes together, as long as the distance fields are not scaled they will work together no problem. Do you have an example of what you are talking about ?