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Messages - massicotte.david

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i would work on the bump/height/normal until it gives me the desired effect then pipe it in a blur. for the color, i personnaly use a (fairly saturated) noise, often coming from a picture, going through a make it tile node, then apply it on the paint color using soft light. usually below 15% (and sometime very very low). it does miracles...

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Substance DesignerSubstance Designer - Discussions - Re: normalmap seams?
 on: March 26, 2015, 09:55:04 pm 
*could* it be that the one of the uv island (either head or body) is flipped/mirrored? it sure does look a lot like a normal continuity problem...

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i should add that sbsar will import in painter, not sbs. and if you dont want to bring your graphic card to it's knees, make sure you save the material in "relative to parent"...

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easiest way is to create a temporary fill layer, drag an drop your imported material on the, errr, material part of the fill layer, then right click in the same panel, lower than the material and select "save material"

(i realize it sound vague, let me know if you need screenshot) :)

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What you could modify was the height map. Of course, the result of your work on the height map is being "blended" with the original normal map at export time. Sometimes, especially for more subtle, finer details, i personally fund that height map fall short of my expectations.

In the materials I create for Painter, i usually output both height and normal. That provide me with more options if one or the other doesn't give me the results i want.

Another very, very cool feature with Painter normal map channel is that it handle the directions of the normal automatically. In any other software rotating the normal map mess up the angles represented by the colors. NOT in Painter. So you could very well build a library of details (bullets holes, stamps, metal bumps, etc) and use them on any objects, re-sizing them, rotating them, etc. This open up a lot of possibilities!

hope it answers your question.

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Substance DesignerSubstance Designer - Discussions - Shameless plug...
 on: December 23, 2014, 08:48:29 pm 
hey everyone

My name is David, and i work in Montreal for the game industry as a texture artist/technical artist (I've been doing that for close to 20 years now. I guess i'm getting old...).

I've been using Designer and Painter for a while now and recently decided to share some of my experience (and nodes  :)) with the community. These tools are just too freakin' amazing!

Obviously, all comments/ideas are welcome (challenges too!).

http://nodalalchemy.blogspot.ca/

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Substance PainterSubstance Painter - Discussions - matfx_TransformLayers
 on: December 22, 2014, 11:53:48 pm 
I just released a little something that might be useful for the Substance Painter users: matfx_transformLayers.

When applied on fill layer, you will have even more control on the tiling and position of your substance. Note that using this matfx and the tiling options built in the fill layer at the same time might produce bad artifacts.

you can find it here:

http://nodalalchemy.blogspot.ca/2014/12/painter-matfxtransformlayers.html

cheers

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Substance DesignerSubstance Designer - Technical Support - Variables broadcast
 on: December 21, 2014, 01:22:08 am 
Hi, is there a way to broadcast a variable outside an fx-map? say you want to change the seed of noise for each instance of a quadrant...

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Substance DesignerSubstance Designer - Discussions - Re: Hide seams
 on: April 19, 2014, 05:21:43 am 
hey Wes, thanks for sharing the substance, but is there any chance you can share the sbs as opposed to sbsar?

cheers

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