1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Creative Chat

totally random texture thread

  • mikezilla
  • October 19, 2004 at 1:04 AM
  • grapen
    • October 4, 2016 at 7:03 PM
    • #2,961
    Quote from Dosentti

    22 hours ago, Dosentti said: I see Substance Design is pretty HC tool. I gotta try it too. Is it any good with creating textures for csgo since there are so many limitations?

    Sure you can. I'm about to wrap up the material below (normal map needs to be toned down obviously, haven't tweaked it yet).

    Personal opinion: don't go crazy on the noise when designing textures for CSGO and you'll do great.

    In-game screenshot from just above player height. The only editing I did on the diffuse in Photoshop was to grab the normal, desaturate it and set it to Soft Light, just to give it a nudge of depth for low shader users and/or in shadows. As an amateur I'm very happy with the results.

    The content cannot be displayed because it is no longer available.

  • Dosentti
    • October 8, 2016 at 9:14 PM
    • #2,962
    Quote from Pampers

    On 10/4/2016 at 3:58 PM, Pampers said: what limitations?

    Sorry, I didn't notice your question until now. Umm.. dunno if you are familiar with source engine's textures. I don't know if the texture system is old or is it different than other game engine's texture system too. Anyways.. for example.. there's no height map, there's no roughness map. All reflections are a bit hard to create(at least for me) when you have to guess correct values for the parameters. Everything is named differentely and everything looks a bit second hand.

    I generated today two textures with Substance designer 5 and I gotta admit it's pretty damn good tool. It's good for csgo also. At least for creating good diffuse texture. For normal maps it wasn't as easy as I wished, but it was doable.

    Spoiler I don't know if this looks any good to you guys :D But I was amazed how well it turned out.

    [Blocked Image: http://i.imgur.com/XUkkp6o.jpg?1]

  • 2REK
    • November 30, 2016 at 12:49 AM
    • #2,963

    I'm (you can say) new to texturing / texture creation but this is what i managed to make aluminium foil texture in B2M.


  • grapen
    • January 11, 2017 at 8:47 AM
    • #2,964

    Spent the past two evenings trying to make this bark for my tree. I swear this material will give me gray hair. I just can't make it look the way I want it. I was going for european white elm, but ehh yeah not even close. I need to figure out how to do the smaller "flaky" parts.

    The content cannot be displayed because it is no longer available.

    Update: messed around a bit during lunch. Might be getting somewhere now.

    The content cannot be displayed because it is no longer available.

  • cashed
    • January 20, 2017 at 5:18 AM
    • #2,965

    fuck i love substance designer... 3 hours just vanished before my eyes

    [Blocked Image: http://i.imgur.com/sIBNkE2.png]

  • Squad
    • January 20, 2017 at 4:41 PM
    • #2,966

    Nice!

    If you're using it for Source, don't forget to grab Yanzl's PBR to Source shader in case you haven't already :)

  • cashed
    • January 22, 2017 at 12:31 AM
    • #2,967
    Quote from Squad

    On 1/20/2017 at 11:41 AM, Squad said: Nice!

    If you're using it for Source, don't forget to grab Yanzl's PBR to Source shader in case you haven't already :)

    I am using it!


    how it looks in source after color tweaking

    [Blocked Image: http://i.imgur.com/PWIVBNF.jpg]

  • Vorontsov
    • January 22, 2017 at 1:02 AM
    • #2,968

    Looks very nice. One thing that "worries" me about Substance is we get the nicest normalmaps to go along with our textures and people will likely be playing on low settings so the texture becomes less effective so to say.

  • Sjonsson
    • January 22, 2017 at 3:04 AM
    • #2,969
    Quote from Vorontsov

    2 hours ago, Vorontsov said: Looks very nice. One thing that "worries" me about Substance is we get the nicest normalmaps to go along with our textures and people will likely be playing on low settings so the texture becomes less effective so to say.

    As in low settings would use lower mip-map levels?

  • grapen
    • January 22, 2017 at 6:50 AM
    • #2,970
    Quote from Sjonsson

    3 hours ago, Sjonsson said: As in low settings would use lower mip-map levels?

    On low shaders there are no normals at all. Most people tend to turn it low in order to reduce bloom, envmaps, rain and such effects.

  • cashed
    • January 22, 2017 at 6:25 PM
    • #2,971
    Quote from Vorontsov

    17 hours ago, Vorontsov said: Looks very nice. One thing that "worries" me about Substance is we get the nicest normalmaps to go along with our textures and people will likely be playing on low settings so the texture becomes less effective so to say.

    That's a risk in all pc games. Hitting the highest mark is better than only going half way.

  • text_fish
    • February 1, 2017 at 12:24 PM
    • #2,972

    Losing my substance designer virginity:[Blocked Image: http://i.imgur.com/hhXpP2a.png] I don't think I'm using it very cleverly yet. In order to give the individual bricks wibbly wobbly edges I had to export a basic pattern generated by the Tile Generator node to Photoshop and do some handpainting then bring it back in on a bitmap node, but obviously that somewhat defeats the purpose of SD's dynamic workflow.

  • Steppenwolf
    • February 1, 2017 at 3:03 PM
    • #2,973

    Yea you don't need PS for that. You can play around with warp, directional, warp, slope blur, non uniform blur to name just a few of your options. Takes some practice and experimenting to understand each tool and get a good feel for when to use what. The only time you should have to rely on PS is for preparing decal bitmaps or something like that.

  • text_fish
    • February 1, 2017 at 3:10 PM
    • #2,974
    Quote from Steppenwolf

    3 minutes ago, Steppenwolf said: warp, directional, warp, slope blur, non uniform blur

    Thanks Steppenwolf, I'll play around with them next! In the meantime I've been playing around with blend nodes to improve the mossyness:[Blocked Image: http://i.imgur.com/QHif9bV.png]

  • will2k
    • February 1, 2017 at 3:55 PM
    • #2,975

    I'm seeing some pretty impressive stuff coming out of SD in this thread :)

    So my question is how hard is it for someone who is "intermediate to advanced" in PS to make the jump to SD? steep learning curve? too similar? very different?

  • text_fish
    • February 1, 2017 at 4:04 PM
    • #2,976
    Quote from will2k

    8 minutes ago, will2k said: I'm seeing some pretty impressive stuff coming out of SD in this thread :)

    So my question is how hard is it for someone who is "intermediate to advanced" in PS to make the jump to SD? steep learning curve? too similar? very different?

    It took me pretty much a whole morning and afternoon with tutorials/documentation open on one screen and SD open in the other to make the green brick texture three posts up. I've tinkered in node-based programs before but never to this extent, so I think the basics are pretty intuitive. Most importantly it seems to be the way everything's going, so if you want to keep up with everyone else it's worth putting the hours in to get to grips with it sooner rather than later I think!

  • Steppenwolf
    • February 1, 2017 at 4:42 PM
    • #2,977
    Quote from will2k

    41 minutes ago, will2k said: I'm seeing some pretty impressive stuff coming out of SD in this thread :)

    So my question is how hard is it for someone who is "intermediate to advanced" in PS to make the jump to SD? steep learning curve? too similar? very different?

    It can be intimidating at first but with the right tutorials (i used Rogelio Olguin's Gnomon tutorial) it "clicks" quickly. You build up the materials layer by layer just like you would in PS and many of the filters and blend nodes are similar so PS skills translate well in some respect.

  • will2k
    • February 2, 2017 at 2:22 PM
    • #2,978
    Quote from text_fish

    22 hours ago, text_fish said: It took me pretty much a whole morning and afternoon with tutorials/documentation open on one screen and SD open in the other to make the green brick texture three posts up. I've tinkered in node-based programs before but never to this extent, so I think the basics are pretty intuitive. Most importantly it seems to be the way everything's going, so if you want to keep up with everyone else it's worth putting the hours in to get to grips with it sooner rather than later I think!

    Quote from Steppenwolf

    21 hours ago, Steppenwolf said: It can be intimidating at first but with the right tutorials (i used Rogelio Olguin's Gnomon tutorial) it "clicks" quickly. You build up the materials layer by layer just like you would in PS and many of the filters and blend nodes are similar so PS skills translate well in some respect.

    Thanks gentlemen :)

  • grapen
    • February 7, 2017 at 12:02 PM
    • #2,979

    Just a quick gothic roof shingle material I made for my map during lunch break. This software is so much fun I wish I did this for a living.

    The content cannot be displayed because it is no longer available.

  • grapen
    • February 7, 2017 at 4:44 PM
    • #2,980
    Quote from text_fish

    On 2017-02-01 at 1:24 PM, text_fish said: Losing my substance designer virginity:[Blocked Image: http://i.imgur.com/hhXpP2a.png] I don't think I'm using it very cleverly yet. In order to give the individual bricks wibbly wobbly edges I had to export a basic pattern generated by the Tile Generator node to Photoshop and do some handpainting then bring it back in on a bitmap node, but obviously that somewhat defeats the purpose of SD's dynamic workflow.

    Can highly recommend slope blur greyscale with something slightly soft such as clouds 2 as your slope input. It's a really quick way to chip corners:

    The content cannot be displayed because it is no longer available.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 11 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™