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Messages - artzfx

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That is fabulous work :D is that all emissive lighting? Are you using a custom skybox? I would love to know some of your technique!

Thank you.  They are just screenshots from Unity 5.  I just used the default Evening Sky Skybox from Unity PBR Calibration scene with a single Directional Light.  I have a floor and curved background wall, so the scene is open.  I normally just use the emissive from my substances to light the scene.  I used Super Sampling SSAA effect on the camera and also Sonic Ether's AO effect to get some AO and better AA on the floor/bg object.  Added a little Bloom and that's about it.  I set my Substances at 1024 res, compressed format for these screenshots. 

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UPDATE 1.3

I made some changes to the Dirt and Wear effects for my Substance Pack.


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UPDATE 1.3

I made some changes to the Dirt and Wear effects for my Substance Pack.


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You can generate multiple materials from the same substance if it's what you want to say : when you select your substance in unity, click on the "+" in the inspector to create a new mat.

I've read somewhere about this "+", but for the life of me i can't find it.  I'm in Unity5, so maybe they removed it?

Is there no way to export the generated maps in unity to use them in a standard shader for speed purposes?

That is, I have a large graph with lots of options for dirt, cracks etc.  Once I set it, I want to be able to use those maps in a normal material so that mobile devices don't have to go through the creation process.

Hi Andrew,

Don't use the "+" button.  You want to select your substance package in Unity and then click the Duplicate button from the Unity Inspector (see attached image). 

If you wish to set up your cracks, dirt first then duplicate your original sbsar, the duplicate button with retain the settings you made on each duplicated sbsar.  You can then even alter that sbsars setting and duplicate it to retain its altered settings for the next duplicate.

35
Thanks Michael.  I just updated my first post with new screenshots after updating the collection height property.  Also made a new youtube clip but they do not show on this forum, so put a couple of dashes in front to list the url.

--https://www.youtube.com/watch?v=rhRO2zbeKpo


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how big is the map size for the pics?

the result is really impressive!

Thanks.  2048, but they look pretty sharp at 1024 also.  That scene has 86 quads and 38 sbsars in it.

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Thanks.  Just in Unity using Alloy 3 shader with Parallax.  It also works with new Unity 5 std shader too. That panel in the image is one quad polygon :)

you should post a wireframe  ;D

Do you think you will switch to the Unity Standard Shader, or will you stay with Alloy?

LOL, it would be a very unimpressive wireframe :).  My kit caters for both Alloy 3 and the two unity 5 PBR workflow shaders already.

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That looks awesome! Is that tesselation? Or some sort of parallax mapping?

Thanks.  Just in Unity using Alloy 3 shader with Parallax.  It also works with new Unity 5 std shader too. That panel in the image is one quad polygon :)

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i love how the glowing pipes look here:

Did you bake from a model for this? Or is this all substance magic? I love how well defined everything looks, really clean and crisp shapes, but still some wear and tear. Very inspiring!

An update on this panel...


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Substance DesignerSubstance Designer - Showcase - Re: Needs More Substance
 on: April 07, 2015, 11:47:36 am 
and procedural too, looking good :).

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Substance DesignerSubstance Designer - Showcase - Re: Paratrooper, WW2
 on: April 07, 2015, 11:45:42 am 
That looks great michael, nice work mate.  8)

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Hi Richard,

Enable the Height channel on the Material Color Blend Node then plug your tile Generator into the Height channel.  Then adjust the intensity sliders for your Normal channel... :)

NOTE:  You may need to right click and then select View updates in 3D View to refresh the 3D view to see your changes.


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I did not know that.   :o

Thank you!  Always good to learn. 

Was this in the documentation somewhere?

I honestly couldn't say :), however I have seen it in various video tutes over the years I have used SD.

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See image for changing the Node itself to Relative to Parent.

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Click your Material blend node and then set it also as Relative to Parent.  That will fix the size.  Then with MAterial Blend node selected make sure you disable any unused channels ie, Diffuse, Spec, Gloss.  Your blended materials will then appear.

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