I am trying to achieve peeling wallpaper effects in Substance Designer. I have shared my basic setup where I have a graph of floral pattern, paper texture, and concrete plaster. I want to have concrete material underneath my wallpaper, but I couldn't achieve that. Below I shared my setup. In the marked area, I am supposed…
@gnoop Thank you so much. It was very informative. I was looking for what to do and what not, and I kind of got lost and didn't know what to do. I will try cloth sim rather than keep tweaking in Designer. I am also not so good at designer. Hope to learn it in the future.
Usually people use distance, bevel or blur nodes and some blobs style noise multiplied on top of it to create some elevated edges around tears but it never looks very realistic really especially on walls. And requires lots of miss and hit . For wall paper tears bending down with air pockets and plaster bumps /wires pocking…
And also, @gnoop, I somehow managed to achieve what I wanted in Designer. It's not super pro, but this was the look I was trying to achieve, so I think I will stick with it for now. And I really appreciate your help.
Thanks for the video. I have watched this one, but I am trying to create tileable material. I don't know if I can implement the same type of thing in Designer. iam not so good at it, right now
rafiii Be aware Designer's openGL render is outdated as hell with very dim highlights vs typical modern game . Iray is better representing what will you see in a game probably . And you should look at such material with sharp light to surface angle to be able evaluate it right . Just my extra 2 c. Front illumination…