Hi guys, I've been using 3ds Max for a while and just got Substance Designer, I've never used ZBrush and would like to avoid it if I can. I see great tutorials on making stone/brick walls with SD but still don't know how to put it all together. It seems the usual way was/is to build a blocky model in Max/Maya, import it to…
For structures or walls like you find in say Dark Souls 3 there is a flat wall with a 2d texture and normal map on it and then there are a couple of bricks floating in the 2d plane that add extra depth. Definitely not one for each brick but it is fairly common to find enough to break up silhouette either in the faces or on…
That cave is actually a bit more simple than the dark souls walls and floors to be honest, the cave is most likely 1 or several cave pieces with geometry that matches the silhouette you see there. The pipes and attachment hardware are separate meshes with their own materials. Probably a vertex blended material on the cave…
Have you looked at tesselation or paralax shaders? that can help you get depth or fake geometric depth on a flat plane. You could potentially use a height map you made in SD and displace a tesselated plane with it to get some geo depth and not use a more expensive shader on there at runtime (if that's even your target), or…
Hi guys, that really helps. I've been examining games like Fallout 4 and Outlast 2 and am starting to understand how it works. What I'm after is something like these cave/mine walls and ceiling. Is it basically a low-poly mesh for shape with nice PBR textures applied? I tried getting at the meshes to learn from but I can't…