I've been looking for a faster (than hand painting) way of making decent specular and gloss maps, and I was told that Substance Designer + Painter is the solution. However, I am failing to find any training material about creating spec and gloss maps for video games using Designer + Painter. Can someone please share links…
Hi Wes, Thanks for the response. I am looking to generate at least a base for spec/gloss using normal map and low poly model (highlights for edges, etc.) and then paint the rest of the details onto that base. It's not for PBR, it's for last-gen game engine (Doom 3 BFG).
Hello, Are you looking at creating spec/gloss maps for PBR? Substance Designer has spec/gloss and metal/rough PBR shaders and material workflows. We have an archived live stream that was given on working with PBR in Substance. https://www.youtube.com/watch?v=LP7HgIMv4Qo&index=2&list=PLB0wXHrWAmCxOEZkYTabwzTEvAE9gBuPY Here…
Ok, great. It will be very easy to do this. You can create a base material graph with diffuse/spec/gloss/normal and then pipe that into the material filters to add weathering effects. You can then choose how different effects propagate to the different channels with simple controls on the material color blend node. I will…