Thank you m4dcow for your example. I tried to do it same way basically with only difference I wanted clean anti-aliased mask to separate properly small details with not so high depth difference. That levels approach doesn't do it very well imo. Same in Photoshop ( it can do it non destructively too with a huge layer stack)…
Their pivot allows to rotate around it only, not scale. And I didn't mean just snapping it to a corner handle. I meant a way when you could put it to a specific detail in your texture , a beginning of a crack for example and precisely scale so the crack end would match another detail. Irrelevant to actual layer gizmo…
I've actually been relying heavily on my traditional sensibilities just as much, if not more than before I started using Substance Designer. Substance simply allows me to achieve more, iterate more and stay flexible. Color, form and composition are just us much a part of my daily Substance work as anything else. A simple…
Maybe I did it wrong way . Would be appreciated to see an example. My problem was getting proper, preferably anti-aliased mask from Z depth combine As of stay tilable, they do but only with one huge limitation. The texture should be square shaped. Ones you need it 2x1 or 4x1 everything is getting stretched and only easy…
I feel like this question is mostly asked/discussed when people haven't really used allegorithmic's and quixel's tools enough. Not enough people realize that the power of these tools has nothing at all to do with their presets. But it comes with making your own based off of the example presets they have provided. I cannot…
Substance is definitely better for iteration and instances where you are going to be reusing the same material over multiple assets. One example from the Remaking the Art of Halo 2 for Xbox One - GDC Talk is the covenant materials. All of their weapons, characters, and vehicles use a lot of the same materials. Covenant…