thanks to this thread I'm now uninstalling substance designer
no im not but still
thanks to this thread I'm now uninstalling substance designer
no im not but still
Those plants are surprisingly effective, nice work! I always found the Substance generated foliage stuff to never look quite as nice as hand-made foliage in Max. Would love to see more details on how you went about creating those.
Made some brown bricks in SD:
[Blocked Image: http://i.imgur.com/1iZD3Qd.jpg]
please, someone teach me D:
Watch the tutorials on the Allegorithmic youtube channel. After that the Gnomon tutorial by Rogelio Olguin is the best starting point if you want to get serious about it. https://www.thegnomonworkshop.com/tutorials/substance-designer
Josh Lynch also has some good tutorials (a couple of which are free) https://gumroad.com/artofjoshlynch
Quote from SteppenwolfOn 19.6.2016 at 9:06 PM, Steppenwolf said: Watch the tutorials on the Allegorithmic youtube channel. After that the Gnomon tutorial by Rogelio Olguin is the best starting point if you want to get serious about it. https://www.thegnomonworkshop.com/tutorials/substance-designer
Quote from spenceOn 19.6.2016 at 11:17 PM, spence said: Josh Lynch also has some good tutorials (a couple of which are free) https://gumroad.com/artofjoshlynch
I started of with the official ones from Allegorithmic, but they are a bit complicated. I found an easier one for n00bs like me: https://www.youtube.com/channel/UC3rgNHnHdwBBrpG_WHOS-Xw
After some experimenting with substance designer and the help of some nice tutorials i've been able to generate a first simple texture of worn and old tiles (simply sticked to a tutorial so nothing could go wrong
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Creating custom textures for de_oakwood just became so much easier and faster, i realy love this tool! ![]()
[Blocked Image: http://i.imgur.com/870RgE6.jpg]
Quote from PogoPOn 6/19/2016 at 2:11 PM, PogoP said: Those plants are surprisingly effective, nice work! I always found the Substance generated foliage stuff to never look quite as nice as hand-made foliage in Max. Would love to see more details on how you went about creating those.
Cheers dude. Plants are tricky because they have so much randomness in them at every level and you're right that substance stuff comes out looking a little more artificial than other things. Same bend in a leaf, same number of leaves on every plant etc are tricky things to avoid in designer without going crazy with multiple generators for plants per substance
I found this tutorial a big help getting me started. Then I just expanded on this and developed my stuff from there. Loads of variety helps, I've got 4.5(two share a leaf shape) separate plant shapes building up the foliage in my cliff.
Can any of you Substance users check for me if this works and gives no errors or if ther's any other issues with it that i've overlooked? Does it show up for you under Noises, can you see the thumbnail? Just want to make sure before i share it with the whole wide world.
Didn't seem to work for me, I'm on 5.3.4.
What did the error say? I made this with 5.4.
@Steppenwolf I tried it yesterday night too, but same problem like @Vorontsov
I dont get any error messages, just dont see thumbnails in the list.
Interesting. Which folder did you put it in? Does it show up in the search when you filter for STW?
No errors actually.. just, nothing. ![]()
I have reuploaded the file from the default SD resource folder (had it stored in a custom folder on a different drive before). Can you please redownload and check if it's working now? It should show up under Generators/Noises/STW Edge Wear 1.
It works now as if it would be a regular node, so I assume everything is fine. Could you give further instructions on how to make it work? What kind of inputs do you need to shove into the node etc.
Also yeah it showed up under the directory you said it would. With the thumbnail and all.
Great! So ther's two inputs to the node. In the upper one you plug your brick or stone pattern or whatever that you want to apply the edge wear to.
The other input is optional and there is a switch in the parameters to activate it. What it does it that it overrides the default noise pattern for the large scale wear. So this is useful to plug in whatever mask or noise you want to create for example non uniform edge wear details or some surface details.
For me it works now too. I can see the thumbnail and am having a pretty result.
I am using SD 5.4.0 build 17856
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