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Messages - hazehk

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here's something relatively similar to get you started:

sorry it's not a screenshot, it's not as simple as I first thought so there's a few nodes in there.

Oh right, I must have confused the two options. Thanks for the clarification!

Hi, I recently switched from substance monthly to a perpetual license back in February of this year, I was under the impression that perpetual licenses came with 1 year of free updates, but I am unable to launch painter 2019. Is this expected behavior?

Currently the only choice in a tile sampler or shape splatter is a central pivot point.

The ability to chose between the traditional central pivot and placing the pivot in a corner would allow for better use of the texture space in some cases that are heavily dependent on correct pivot placement.

I assume he's using a mask in the "mask map input" of each tile sampler.
To achieve a similar result you would, after plugging your mask in to each tile sampler, go down to the "color" sub-section and put the "mask map threshold" parameter to anything but 0, and have one of the tile samplers have the "mask map invert" option flipped to true.

That "lots of pebbles" preset looks pretty nice imo.

The others show a bit too many same sized patterns to look natural though, you could try something like splattering those noises around with some height variation to get closer to your reference shot.

You can add custom outputs by adding an output node and naming it thickness or subsurface scattering.

The default designer shaders don't support translucency or thickness though, so I don't think you'll be able to visualize them in the 3D view.

Ah thanks, I guess that explains why the problem mostly crops up on muddy ground textures.

Hi, I've been having some issues using the PBR albedo safe color and the PBR basecolor metallic validate nodes lately.

As you can see in the next example, the safe color node modifies the albedo when the validate node shows 100% green result, meaning there shouldn't theoretically be a change.

It seems that the issue only happens when one of the RGB channels goes below 30 sRGB yet the median value of the 3 channels sRGB value doesn't.
Shouldn't the safe color node not modify the values as long as the overall sRGB value doesn't dip under 30 sRGB?


if your material contains metal then yes you need to use the pbr converter, setup is as you describe it: feed it color, direct X normal, roughness and metallic and it'll give you the correct diffuse/spec/gloss maps.

if your material doesn't contain any metal you can simply invert your roughness map to get the gloss map, diffuse will be the same as base color and spec will be a flat 59 value gray. If you're unsure simply always use the converter.

Hi, just piggybacking on this thread to post some tutorial suggestions.
In no particular order:

- grass & foliage ground materials
- grass & foliage atlas creation
- square to sphere texture mapping without distortion (reverse equirectangular projection)
- stylized basics (dota/blizzard like)

Very nice, love the atmosphere!

A couple criticisms though:

As Justaviking said, the spot lights need to be slightly higher.

I would say the left area does clash slightly with the rest of the scene, I can't tell if you're still building it or if it is supposed to look like an area under construction. The uniform white lighting across the 3 levels would suggest the latter but the presence of what looks like fire escapes and vending machines around the bottom suggest the former.

Composition-wise the first shot looks nicer to me, but that might simply be because it doesn't focus so much on the less detailed/darker area of the scene.

The rest of the scene is amazing, the neon lights and billboards are really cool and definitely sell the cyberpunk look.

Great work, I'm looking forward to see the scene progress!

Damn this is amazing, allegorithmic need to hire you to implement it in designer ;D

Top notch artwork. Arcanum sure is a great source of inspiration :)
The one critique I'd make is that the creaking sound when opening the doors would gain a lot if it had a very small random pitch and speed variation, I find that is often enough to trick the listener into thinking it isn't the same sound being repeated.

After having spent a lot of time learning thanks to the great tutorials provided by Allegorithmic & Wes, but also many other people on youtube, polycount and various other ressources, I'd like to share some of the fruits of this labor.

All delighting, roughness generation and some height & AO tweaks were done in Substance Designer, all tiling was done in Substance Painter (hopefully the smart auto-tile node will be one day updated to accept more inputs).

All these seamless materials are available for free on my gumroad

my artstation

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