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Messages - Trevoreugene

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Substance DesignerSubstance Designer - Showcase - Stylized Bricks
 on: October 05, 2018, 12:57:08 am 
Hi everyone!

I've recently "finished" my new brick material that I'm going to use for a future project. I've been trying to soak up as much information as possible by buying different materials on Gumroad, different tutorials, etc. So if you have any tips/tricks/critiques I would love to hear it!

As for the material itself, I'm going for a stylized look that still has aspects of realism, and will still use all the regular maps of a PBR workflow.

Alright I have been searching more to find a solution. Would a non supported graphics card cause this kind of behavior? I'm currently running on an R9 270x 2GB. The program itself runs fine with no lag up to 2048 resolution. Up at 4k it's slower, and no option for 8k.

Has anyone seen issues, with a non supported graphics card, where your textures are pixelated?


About a month ago I made a quick one in Modo using the materials available there. As Matty said it's not something you would really make in Substance. Keep in mind there are probably much better approaches and results than mine, but I was able to achieve the infinity mirror with the below.

When I made mine I just built it like you would build an actual infinity mirror. I made a quick box, put a plane inside the box with a mirror surface facing the camera. Then placed a plane near the top with a mirror surface facing inside the box, and place a new plane on top for the glass top.

I'm sure there is an easier way, but building it similar to real life worked for me. You would adjust the distance between the 2 mirrors to effect the spacing between the lights, and other than that you just tweak your emissive settings and mirror reflectivity settings till you like the results.


I am definitely no expert at SP, pretty new to it actually lol. It looks like you are exporting with padding so that it fills the whole map.

I could be wrong, just what it looks like to me. It's an option when exporting.

Ah thank you very much for the tip! I do agree it looked better that way.

I actually never knew what that part was called.. that definitely helps to find some better pictures. Thanks @justaviking

Thanks Darren! I actually went through some videos and watched that yesterday. So with that I cleaned up my UV's to the best of my knowledge (still learning there, of course). With Toolbag I maxed my settings to see how it would look and it's better, but still pixelated up close. All of my maps and textures were done in 2k resolution.

I have also been doing a new SP file everytime (using the same textures and masks) and have changed the model. So it won't exactly match the previous pictures

I grabbed some screen shots in case anyone can help.

I have been searching around trying to find some possible solutions, though it is hard not being in front of the actual program. Could my UV layout be a problem with this? I'm new to unwrapping and my UV layout is spread out, not maximizing the space like it should. Would this cause the texture to come out pixelated like that?

Thanks for the response Jeremie!

Sorry I should have edited my post at the top to state this. The 2 textures are actually different, as I rebuilt the 2nd to try and fix it. They were setup the same way where I used a metal material, then a rust material on top with a smart mask.

In the viewport it is pixelated, though not as bad as when I use it in Marmoset. I built the texture in 2k while in Painter, and exported as 4k. They were both built in 2k resolution and look the same in the painter view port, but when exporting it in 4k it was better. I haven't tested what it looks like in 4k for Painter yet, as it usually slows me down quite a bit.

Sorry I am unable to post more pictures, once I'm home from work I can show some more shots of it if it will help.


Hi all,

I recently been getting into learning to bake my high to low polys, and then I'm using substance painter to texture the low poly. I am having some problems with my cylinder baking, but that is another issue (unless that's my problem here lol).

I am just using a metal material, then using a rust material on top of that with a smart mask. When I export the texture at 2k it's very pixelated up close. It's fine at 4k, but I feel like I am doing something wrong, because I don't think games have every asset at 4k. (Also the textures are different on the 2, as I tried to redo it and fix. The setup was identical though)

I'm very new to the whole baking and maps part, so there may be something obvious I am missing D:

I modeled and unwrapped the item in Maya, high poly in Zbrush, baked in Marmoset, and textured in SP. After the textures I exported to Marmoset to my model.


Thanks for the detailed answers! Having the adjustable parameters outside of the actual "material" does sound very beneficial.

So is SD used as a way to quickly generate normal maps for things that would have very similar structures in large quantities? (i.e. mountains, large scale city buildings that aren't main focuses, etc.)

I think that would be the last thing I am confused on.


Hi everyone,

I've recently started using Substance Designer, and I was curious where it would fit into the pipeline of production (mine specifically)

Currently I have Zbrush, Modo, and will have the indie live for SP and SD.

So I get the main idea of it, but just wanting to make sure I see its full potential.

Zbrush- Organic Modeling
Modo- Hard Surface and Rendering (currently can't afford another render software)
Substance Painter- Textures for models
Substance Designer- Tileable geometry/textures and large scale textures?

As an example, do I use SD to generate the textures and mesh detail for mountains, instead of sculpting them all? If so, is there anything else SD is primarily used for in a production pipeline?

Sorry for the wall of text, just wanting to really figure out where SD fits in. I'm really enjoying learning it, and just wanting to make sure this is something I could bring with me to different studios, etc.


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