Been messing around with Substance Designer. Nothing really to report, just that’s it’s pretty cool and easy to use. Here’s an image of the interface.
Substance Designer is a Material Authoring program. It’s very VERY quickly become the standard in PBR Material authoring. It’s node based and procedural in nature with robust features. Continue reading “Substance Designer”
Substance B2M3 (Bitmap2Material generator) creates a full PBR material from a single source image. It allows you to create a material either with a Metal Rough workflow or Spec/Glossiness workflow. Continue reading “B2M3 – create full PBR material from Single image”
It’s been a little while since I’ve talked about Allegorithmic Substance Painter or Designer. Substance painter has taken over the game industry as the premiere package to texture assets. Now they are focusing on Live Action and Animation industries. Substance Painter is a PBR (Physically Based Rendering) based Texturing software. Continue reading “Substance Intro and Live link”
You can do some interesting things in World Machine with the Colorizer node to create a base texture for your terrain..
World Machine allows for some simple texturing. Here’s a simple network for a terrain. Continue reading “Colorizer Node in World Machine to Texture”
I’ve been wanting to do a Space Shot for awhile. Something reminiscent of old Star Wars with some gritty Alien/Aliens vibe. It’s still got some work left to it.
Continue reading “Space Shot”
Now I am delving into the Substance Painter instead of Substance Designer. Again a very clean elegant design and UI.
Let’s load a project. Here is will ask you what type of template material/shader. You will select the Mesh you want to import. The type of file format for the Normal map. Resolution of maps. You can also bring in existing maps you’ve created in other app.
This is a little castle tower I created previously. It comes in as a default white shader. You have a 3d viewer, 2d UV viewer, layers (like Photoshop), properties tab, and a shelf.
Continue reading “Substance Painter 1”
So, I’m messing around with Substance Designer some more from doing some tutorials through CGMA class. Can’t believe how easy and intuitive this program is.
I’m just doing a simple dirt ground texture. Let’s fire up Substance.
Here you get an initial prompt on what type of PBR material you want to create. Then you just name the graph for what the material is, select the output size and bit format. Substance will create default map place holders like baseColor, Normal, Roughness, and Metallic based on the template we picked (you can add more later).
Here you can see the generic setup, cube with 4 placeholders for the maps. On the right of the cube the checkered box is a represenation of our 2d texture inputted into the material on the cube to it’s left.
Continue reading “Substance Designer -Simple dirt texture”
I’ve been hearing a lot of good things about Substance Painter and Substance Designer, so I decided to try them out.
Substance is created by the company, Allegorithmic. They have created a major player in texture creation. Tons of AAA game studios utilize their software. Substance has become a leading industry standard in creating PBR (Physically Based Rendering) authored materials. Games like Call of Duty or Uncharted were made with Substance. It is now gaining ground in VFX and Animation.
Substance Painter allows you to texture with brushes, masks, and particles; render and export easily to game engines and portfolio sites. Use and reuse presets and integrated bakers to speed up your texturing. It supports Linux, 8k export, UDIM management, and Scripting API.
Substance Designer allows you to author textures and materials using a non-destructive, node-based, procedural and scriptable workflow. You can edit complete texture sets with the non-linear workflow and see changes apply instantly to all your outputs. You can Continue reading “Substance Painter/Designer”
Vue Objects or VOB objects are used in the Ecopaint system in Vue.
What is great you can convert a regular object (.obj) into a VOB Object (.vob) to be used in the ecosystem. The only thing you need to do is prepare you object with the appropriate shader first before importing it into Vue.
In Maya, prepare a shader that’s simplier for export. I’ve used a Lambert with only a color map and bump map applied to the object.
Here I’ve taken some of my castle objects ap Continue reading “Vue: VOB objects”
So last time we saw my castle piece, I had finished modeling it.
For the look of the castle I wanted a combination of a Middle Eastern and Florence Renaissance inspired designs.
Here you can see what I worked out for the textures. Continue reading “Work in Progress, Part 4”