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Hi Geeks,

I'm having an annoying issue with some of my published substance files used in Painter, may be some of you already encountered this issue?

My project is about painting patterns on a model

- The placement and paint job are done in painter
- The patterns are created in substance designer

Once my pattern are done in substance designer I published them as sbsar files
Then in I import these files in Painter.

The problem:
Some of my imported graphs acts weirdly, as if some nodes from substance designer don't act like they should.
Please refer to the images to see the issue.


How it looks in Designer


How it looks in Painter, we can clearly see the #39 and #40 patterns have some kind of rotation at some points

Also, I think this is maybe a noob mistake, my materials have an opacity output that is not automatically used in Painter. I find it time consuming to, each time I select one of the imported material, expand the channels mapping and then select my "opacity" output as a mask. Is there a process to do for Painter to automatically take care of this?


Thanks!

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Substance DesignerSubstance Designer - Showcase - Re: Nocturnal Harmony
 on: September 27, 2019, 11:40:35 pm 
The Making of is finally available in English and Français on my website!

http://www.moonday.fr/nocturnal-harmony-making-of/

It contains some Sketchfab models to have a better look on the texture details of some models.

I hope you'll find this article useful, see you soon for a next project!



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Substance DesignerSubstance Designer - Showcase - Nocturnal Harmony
 on: September 12, 2019, 02:55:05 pm 
Hello Procedural texturing geeks!

I'd like to share with you my new Artwork for which I heavily used Substance Designer for the environment and accessories texturing.



Here are some more detailed Designer materials preview:








I'll be back soon with the making of actually being edited!

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Substance DesignerSubstance Designer - Showcase - Re: Artwork - 月 (Tsuki)
 on: September 13, 2017, 11:00:37 am 
My god the fabric looks amazing. Well done!

I'm wondering how you felt about doing the signs procedurally. Thank goodness for the text node right?  I've never tried something like that, did the procedural-ness help a lot?

Thanks!

At first I had to force my brain to only use SD to create all the graphics and texts because I knew it would be easier after the base text creation to freely move and adjust all elements instead of going back and forth with another 2D graphics editing software. Therefore YES it helped a lot :D

By the way, does anybody knows if there is a way to move, in a transform node, the elements with arrows of the keyboard instead of using the mouse or enter values?

PS: I edited the making of link from my last post

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Thanks guys!

Here is the making of finally edited, available in English and Omelette du fromage: http://www.moonday.fr/tsuki-mo/

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Substance DesignerSubstance Designer - Showcase - Artwork - 月 (Tsuki)
 on: August 03, 2017, 03:21:47 pm 
Hi Texturing pals!

I'd like to share with you some of the textures created in Substance Designer for my last Artwork:



One of the goal of this project was to create most of the textures procedurally in Substance Designer. Only the face textures were created with Painter and the moon and cloud design painted in Photoshop.

Eyes:


Traffic signs:


During environment research I also worked on a leaf texture, this time I used some help from 3ds Max to create the main veins of the leaf that I exported from a GrowFX experience:


Results in Mental Ray:


What I enjoyed the most was trying to find a way to create patterns, here is the one printed on the belt of the character:

I guess some of you may have a quicker way to create this wave pattern, I'm all ears!

The lantern mesh is pretty simple, all the details comes, here again, from normal and displacement textures:


Displacement and auto illumination were used for building facade creation:


In the past I had a 3dsmax tile map workflow to create illuminated windows giving the illusion of life in building, however, due to complex map settings, Max couldn't display in the viewport in realtime the results, therefore I had to run render again and again. I decided to transpose my workflow in SD playing with multiple tile generator and it worked like a charm.
Here is clear view of the background building:


To end this post, some iRay and Marmoset Toolbag detail render of the clothes:








I hope you enjoyed reading this post. Thanks again to Allegorithmic team to tremendously speed up our texturing process!

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Substance DesignerSubstance Designer - Showcase - Kingdom Hearts - Terra
 on: June 30, 2016, 01:56:25 pm 
Hi everybody,

Today I'm back with a real time model.
Based on the Kingdom Hearts character Terra, I created this model a couple of years ago and decided to give him a second youth by updating his textures using Substance Designer:


I'll come back on this thread with a making of about the cape.

Cheers!

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Substance DesignerSubstance Designer - Showcase - Self Portrait 1k0 2k16
 on: June 17, 2016, 04:19:08 am 
Hi everybody, today I'd like to share my last artwork that was a substance designer exercise as my goal is to work faster compared to my potatoshop workflow in texture editing.



100% crops:






Substance captures:







Rendered camera with Substance textures in Mental Ray:



Watching tons of grounds, walls and bricks images generated with Substance Designer I wanted to see if it was also possible to create clothes textures... In the end we can really do whatever we want in SD.

I'll come back in a few days with a making of.

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Substance DesignerSubstance Designer - Showcase - Re: House from Alsace
 on: January 15, 2015, 12:00:14 am 
Thanks guys for your comments!

You're right about the specular, I'm still working on it but some of these houses, in real life, have a really glossy effect on plaster and wood.

Normal map photography will be more accurate for some textures but even with this method or by using Photoscan, going through B2M is a must, only to add more details in the generated normal maps.

For now, the roof is a modelled piece using a multi material by ID and I'll stay with that for close shots. I only started to play recently with generators inside SD to recreate that kind of material for extreme low poly houses, that will be explained in a coming post to this thread, first I have to read all the wonderful and inspiring threads of this forum.
(The bevel effect on the shingles comes from a shader effect in Mental Ray called "round edges")

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Substance DesignerSubstance Designer - Showcase - House from Alsace
 on: January 03, 2015, 05:50:06 pm 
Hi Allegorithmic community,

I'm currently preparing and testing texturing workflows for a coming project. It consists on creating outdoor house textures containing different kind of materials, wood, concrete, metal, etc. The old way before discovering SD and B2M was to do all that stuff manually, layer by layer in Potatoshop. It looks great but it's very time consuming.



Then I decided to move on Substance designer, I watched tons of videos, read a lot of subject and I was able to generate the same kind of texture inside SD with the option to adjust all my layers at once without wasting time.

Here is the result on the tower part of a house, taken from a video test:


I'm still learning the software so there are some errors here and there in my graphs. However because I'm working on 4K outputs for rendering purpose, I have to "precompose" my first graph or SD start to slowly kill my computer.

The base graph is the base house material:
Concrete + many wood textures using transform nodes to place them correctly on the geometry (mostly rotation operations) and using an ID color map. Then I export the outputs and use them in the "final" graph to add weathering effects.

Base house material:


Unfortunately I can't get more than 2048 resolution in 3ds Max when use sbar files to play with grunge, snow etc effects with exposed parameters so I have to use exported outputs at 4K and make some travels between max and SD if I want so change, it's not a big problem, it's still time saving compared to the original Potatoshop workflow I used.

These houses are from Alsace, an east region of France next to Germany where I grew up. The original idea is to not model all the wood details on the house and take care of this only in the texturing process, that way wood logs can be moved easily without touching the mesh topology again.
Everything is rendered in Mental Ray.

Coming next for this project: create scan based textures from Agisoft Photoscan for wood logs, tree barks, pavements and add some B2M magic inside, then create SD materials from them. Subtle displacement objects such as concrete, leaf, paper will be done by using normals from photography (http://www.zarria.net/nrmphoto/nrmphoto.html) so there is no need to be jealous from the Quixel megascan materials ;)

Here is a test made on paper I made a few weeks ago:
https://vimeo.com/104165599

That's all for now, I hope you find this post useful. Sorry for the big images.
I'll try to update this subject from time to time.

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