Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dave

Pages: [1] 2
How do I switch to a different graph in a published substance within Toolbag 2?

Watch a few tutorials. Like most software these days, it takes a while to get the hang of it. SD4 is my favorite texturing tool out there! It's not perfect but I enjoy it far more than many of the alternatives.

Thanks guys!

So basically, I'd "sculpt/paint" over the problem areas in the form of a height map that would export as a normal map. I'll give this a try!

Hi guys,

I've been using SD for a while but plan to start using SP in my latest project. I had a question regarding workflow though.

I'm currently baking several normal maps in 3D Coat, as usual there are some artifacts. Rather than tweak all my UVs and rebake, can SP be used for cleaning up the normal maps? IE: tight corners where there is obvious pixelation that will need blurred or tweaked.

Thanks for the feedback. I will look into that!

Perhaps a tutorial in creating complex FX maps and how they relate to creating anisotropic and grunge maps or something similar.


Can you elaborate on that? Each brick is masked with a different greyscale value? How do you create the mask?

Thanks! Here is an updated version.

I am working on creating a control to dynamically show the nails/# of planks. Lots of trouble-shooting though, heh. I may release the graph soon to see if anyone can provide some feedback and optimization help. 

I'm also working on a stone tile in this same style but am having trouble keeping the style consistent and look more "cartoony" versus realistic.

Ah yes, that seems to have worked much better. Thanks for the help!

Ah that was it, thank you! I wasn't even thinking about data type.

What is the best way to reference a value of another node? IE: the intensity value of a Directional Blur node.

I'm trying to create a function to edit the Number X and Number Y values on a Tile Generator node. However, I can't set any of the nodes in the editor to output nodes, it is grayed out. Is there a reason for this?

Substance DesignerSubstance Designer - Discussions - FX Maps tutorials
 on: April 29, 2014, 05:32:08 pm 
Anyone know where I can find some good tutorials for creating some of the more complex FX Maps? Not just a basic noise but anistropic noises, grunge maps, etc. 

As I've been getting my hands dirty it occurs to me that I'll need help understanding the math and how to apply the math concepts.

Substance DesignerSubstance Designer - Showcase - Hand-painted wood planks
 on: April 29, 2014, 01:12:35 am 
Hi guys,

I just wanted to quickly share a texture I'm experimenting with. I'm trying to emulate a hand-painted style wood-plank. One thing that really helps is to have a reference - hand-painted styles are all very different and having an image to refer back to helps keep focus. So far I think its looking good, I'll be coming back and tweaking it later this week.

The main area to tweak is the edges of the planks, I need to add wear and make them less even. I'll have to figure out some masking options for creating that though. I may also try and add some knots to the wood.

Any tips and critiques welcome!

There are very promising! :) Good work. Still needs sharpened though lol.

Looks great! I've been wanting to research how to create a hand-painted style in SD4 but haven't had the time. Any nodes that really helped to create the look?

My only critique is that the texture could be a bit sharper.

Sweet, thanks for the link Michael. I'll give that a shot.

I've since decided to render the output files instead of publishing the sbsar file but this is good to know for future reference.

Pages: [1] 2