Hi guys, I hope someone can help me with this. I've entered the artstation environment challenge and I've come across an issue I'm having. I haven't used Designer much before with bespoke objects, but in this instance I'm creating the Wild West scene and I've created some bespoke rock formations. I've unwrapped these rocks…
That's what I was thinking. The cube method seemed the easiest to test out. I hadn't thought of triplanar, but would that cause the lines in the texture to not match up? I'm just finding it hard to work out a proper workflow for this since every tutorial I can find doesn't actually show the process of unwrapping an…
Substance designer can be used to create tiling textures to cover large areas. But you're not covering a large area. You're making a single asset. Substance designer can also be used to create a series of rules that you apply to a 3d model to texture it. These rules can then be reapplied to every 3d model with similar…
You have 2 options, making a UV island that's one giant island for the front, back, top, and sides (basically unwrapping it like a cube). Or using triplanar projection to have the textures have the textures tile in world space and ignore UVs.
I must be confused then. I thought Substance Designer created materials that could be used as large, tiling textures to cover large surfaces such as rocks, ground planes or buildings and built into that substance could be large form details like large cut aways, raised striations or crevices. My thought behind this rock…
I was thinking that too, but then how would I go about making sure the rock lines are going in the right direction in Substance Designer? Would it be a sort of mask and rotate sort of workflow?