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Topics - kashif.c.riley

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Good evening, guys (and gals). It has been a LOOOOOONG time since I've posted in this forum and today was a great opportunity to show off a new material that I've wanted to engineer for a very long time and finally found the courage to engineer it. It is based on the Nylon-Canvas Fibre found mainly on messenger bags and straps that require high strength. I wanted to 3d model it, but needed to step up my material authoring game as well...

This will be a microtexture (tileable texture) and I need to make sure it looks EXTREMELY good from a distance and up close on my characters. Below are some of my shots of the fabric and while I like it, I am trying to match the reference image, especially with the ribs. Not done with it yet...

Would love some feedback on how to further improve the detail and try to closely match the ribs on the reference image.

Reference Image (after a google search)

Substance Designer Renders

At the moment, it is looking like wicker... I need to make sure the "ribs" under the fibers are not showing too much...

Hey, guys... so I am using Substance Painter for the first time on a VFX character and I have ran into an issue involving the use of a Displacement Map that I baked out in ZBrush and it is a 32bit EXR and I set the mid level to 0. Now it renders in Modo just fine, but I am guessing, I will be forced to bake a height map in Substance Designer and bring it in Painter...

Has anyone successfully got a displacement map from ZBrush working in Painter?

Good evening, guys... it's been a while since I posted here, but after diving into Substance Painter last night to give a project a much-needed spit shine, I ran into an issue that involves creating user channels for texturing. I have authored a skin shader in Unity that uses Subsurface Scattering and I needed to make two textures for the shader (And Epidermis and Subdermis map) and I had to copy each parameter by hand to ensure the channels matched up (this needs to be a feature to copy data from one channel to another). Unfortunately, the difference in colour was very evident, especially when compared to the base colour. Both channels are set to sRGB

Epidermis Map (before desaturation)

Subdermal Map (Before Saturation)

And a video demonstrating this:

Hopefully, someone has run into this issue and has a solution because I will be also be using this in Modo... I could have taken this in Substance Designer, but I enjoyed the process.

Hey guys... decided to take today to make this an UBER thread for all of my substance related work. This will also follow my game design work on my personal project which employs heavy use of Substance Designer/Painter for a artist friendly workflow. In the first post of this thread, I want to share a few renders of my level that I call The Sanctuary, which is the training level for my fighting game. The challenge for this was to create the necessary textures entirely (well, almost entirely) using Substance Designer for the major landmarks such as walls and natural materials, and if needed, taking the model with the substance, and adding additional details in Painter, where i have more control of detail placement.

The workflow --

Modeling in Modo
Substance Creation in Designer with the aid of Atlasmaker... this is a blessing
Rendering in Unity.

I must say, I love this workflow and it makes creating material libraries extremely painless. Anyway, screenshots :)

Hey guys... after watching the recent Twitch stream about creating old wood planks (it was awesome btw)... I tried to modify my own substance of wood planks and got really confused on making this happen using the pixel processor... so I am hoping to get some light on this node. Here is what I want to do:

This is the substance I made, which is supposed to be pressure treated wood...

In the shot above, I turned off the parameter that allows me to create planks on the texture for stuff like hardwood floors and decking. And it also allows me to create age on the wood as well and make it wet.

Now here is the same substance with the planks enabled. I like it, but all it did was just overlay the planks over the existing wood layer without really doing anything such as randomising the wood grain. And there is the relatively simple graph that controls all of this. Now what i want to do, is randomise the wood grain details, for the albedo, roughness, normal, and AO, BUT ONLY WHEN THE PLANKS ARE ENABLED. And I have no idea how to go about this. The processor is a way for me to further vary the wood planks... any help at all would be great...

Good morning guys... just thought I would stop in and show what i am working on today. I am working on a substance that I will be using in a current game level and it involves rice paper... right now, it is clean and am trying to add holes and punches in the paper... maybe do to age. I started using this with perlin zoom, but it feels too mathematically set... and I wonder if there is a better way to go about this. How would you guys approach putting holes in paper and make it feel like tears?

I am going to try to use the polygon tool and create random punches.

Hey guys, not sure if this a feature that will ever make it in, but I would love to see a bug report feature that will allow us to send the .spp files to allegorithmic directly instead of plugging up the files in a dropbox and losing essential files that are in the project. I am trying to edit my model and I keep getting crashes big time and I had to zip up my project and the model. It would be cool to send all of this at once, with the files that go with it.

Hey Guys... just launching Substance Painter 2.0 for the first time... and I can't seem to add this to my UI. Since the option is greyed out. Am I missing something? Thanks

Substance PainterSubstance Painter - Showcase - Black Ops Mercenary
 on: January 11, 2016, 03:10:52 am 
Hey guys... I've been hard at work designing a new character that I am looking to put into a game I am designing... for about a month I've been putting together, detailing, and learning new workflows inside of Substance Painter to improve efficiency in the workflow, including the ability to paint directly on Normal Maps... (just using a tweaked version of the B2M substance inside of Painter). So without further ado, here is the "final" version of the Black Ops merc...

He is in his bind pose as I am in the process of rigging this model for Unity. The real time renders are taken from Unity... enjoy

Substance PainterSubstance Painter - Showcase - Filter: Normal Painter
 on: January 03, 2016, 03:54:46 am 
Hey guys... I was working on my character and remember a tutorial that Wes posted a while back about being able to paint directly on normal maps... so with this in mind, I needed to find a way to convert my strokes to the normal map directly and not have to use my height channel (disabling it altogether) I have a quick video showing how to set up your layers for painting... (I am making a Painter template that has the height channels in a group folder set to disable, but I can still paint on it)

Any feedback would be great... I still want to improve on this... i just exposed the parameters from B2M Lite and made a substance for it.

Anyone know how to add the labels that are supposed to be on the side...?

Substance PainterSubstance Painter - Showcase - Street Vigilante
 on: September 27, 2015, 03:00:25 am 
Hey guys... posting for the first time in this section, and tonight, I want to share something that I have been working on for a while, truly utilising the power of Substance Painter... this is my vigilante cop who is one of 12 characters for a game that I am designing. In the process of this character, I have been able to create the materials that I need for clean details and design... 

The end result will be a character rendered inside of Unity using Alloy (which unfortunately is NOT 1:1 in Unity from SP), which forces me to use roughness correction to get the look I want... Here are some shots of the character from Painter with all of the textures painted. Still a bit more to do... enjoy.

Hey guys...

 I have a question about the use of either World Space or Normal Maps to allow a texture to follow the detail of the input map... example I want a shirt texture pattern to actually look like it is part of the fold instead of lazily overlayed...

Here is a capture from Substance Designer of the resulting texture...

To me, the result looks good, but it looks like the wrinkles on the normal map are not affecting it... and that it what i am trying to do in the graph...

So how do I use the World Space or Curvature Map to make sure this happens? thanks a bunch

Good morning from Beantown, guys. Since I've been playing with SP 1.5 and getting into the zone with my designs, there are two features that should not be missing and I think they have been mentioned on the Uservoice forum.

The first one being presentation view. Would love to hit a single button like tab and in either view, most likely the 3d view, it goes full screen, no UI. Just beauty. And you can hit TAB again to return to normal.

Secondly, Auto Save. A program like this one needs an auto save. No further explanation needed. Would hate to lose work because we're all in the zone and forget to save. Or better yet, save increment. This is a feature I'd use very often on tough projects or projects that require changes in detail such as painting over blendshaped models. Autosave can save increments on a value the user can decide, up to 99.

Hey guys, I have an issue regarding my speculatr map not rendering in SP 1.5. I'm using a custom shader that alllows me to use a specular map (Alloy in Unity) and since updating to painter 1.5, the texture when viewed in Solo Mode still registers, but with the material view, the specular channel doesn't change.

From what I was told by the creator of alloy, the specular input support was dropped and it was hard locked to .5, which is similar to Unreal 4. This makes my work a little more difficult since I like being able to tweak the specular myself. Here is a video illustrating my problem. Thank you.

SubstanceSubstance - Discussions - Speeding Up Bakes
 on: August 31, 2015, 10:45:23 pm 
Hey guys... I posted this earlier because I was doing some bakes and realised that the baking of a simple gun model was taking longer than it should.. this post will explain what I am currently dealing with.

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