We’ve all had it happen. You download a 3d asset or get a file from a friend, and all the texture links are broken. Using the “File Path Editor” can fix all of the textures links at once.
Simple tutorial using Arnold in Maya with displacment and then converting that heightfield to geometry.
I love to watch tutorials on other artists workflows and tools. You never know what little kernel of awesomeness you’ll unravel. This rainy weekend I was trying out some of Jama Jurabaev’s tutorials and Steven Cormann’s new tutorial. Both artists are amazing and seeing their process unfold is a delight.
If you get a chance take a look at both artists tutorials and their work. You will not be disappointed.
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.
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.
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.