Vorontsov Posted October 4, 2016 Report Posted October 4, 2016 18 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? You can use Substance for CS:GO but I wouldn't do it. I used it a couple times for CS:GO and it's just not very worth it compared to "last gen" techniques. Now if you were in a proper engine that doesnt suck dick balls like UE4 or Unity 5, Substance is amazing. Dosentti 1 Quote
Yanzl Posted October 4, 2016 Report Posted October 4, 2016 Speaking of Substance and CS:GO, I patched together a Source engine looking shader for substance. Get it here: http://gortnar.com/vmt/shaders.7z and put it in ...\Substance Designer 5\resources\view3d\shaders It has cubemap looking reflections and a phong specular highlight. Values in the shader are similar to these .vmt commants: Envmap Tint = $envmaptint, Specular Tint = $phongting, Specular Glosiness = $phongexponent, Specular Boost = $phongboost, but I don't think the numbers translate 100%, so you'd probably need to adjust a bit in the vmt to make it look the same. The parameters after Specular boost are for controlling the lighting inside the Substance Designer. And for creating presentable stuff for source I usually overlay a light node, ambient occlusion and curvature on top of diffuse. esspho, JustFredrik, Pampers and 13 others 16 Quote
Motanum Posted October 4, 2016 Report Posted October 4, 2016 54 minutes ago, Yanzl said: Speaking of Substance and CS:GO, I patched together a Source engine looking shader for substance. Get it here: http://gortnar.com/vmt/shaders.7z and put it in ...\Substance Designer 5\resources\view3d\shaders This deserves it's own thread! I expanded on this by making a template for Substance Designer to be used with the Source Shader. Download here: https://www.dropbox.com/s/dvkakn8mlij5qlu/SourceEngineSubstanceTemplate.7z?dl=0 Instructions on how to set up are on the read me file I also made a Base Source Material node. You can use this node to get up and running the source shader for quick results, then later on plug in custom maps for env mask, and specularity (Phong). You can also work with height map and then the node will get the normal map. Example Node. To explain the very basics. kinggambit, Dosentti, JustFredrik and 3 others 6 Quote
grapen Posted October 4, 2016 Report Posted October 4, 2016 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. JustFredrik, Motanum, Bastion and 8 others 11 Quote
Dosentti Posted October 8, 2016 Report Posted October 8, 2016 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 But I was amazed how well it turned out. Shibou 1 Quote
2REK Posted November 30, 2016 Report Posted November 30, 2016 I'm (you can say) new to texturing / texture creation but this is what i managed to make aluminium foil texture in B2M. Freaky_Banana and Squad 2 Quote
grapen Posted January 11, 2017 Report Posted January 11, 2017 (edited) 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. Update: messed around a bit during lunch. Might be getting somewhere now. Edited January 11, 2017 by grapen Squad, K, Vorontsov and 4 others 7 Quote
cashed Posted January 20, 2017 Report Posted January 20, 2017 fuck i love substance designer... 3 hours just vanished before my eyes JustFredrik, Vaya, Squad and 9 others 12 Quote
Squad Posted January 20, 2017 Report Posted January 20, 2017 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 Lizard, Sjonsson and Radu 3 Quote
cashed Posted January 22, 2017 Report Posted January 22, 2017 (edited) 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 Edited January 22, 2017 by cashed poLemin, K, Fnugz and 6 others 9 Quote
Vorontsov Posted January 22, 2017 Report Posted January 22, 2017 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. Quote
Sjonsson Posted January 22, 2017 Report Posted January 22, 2017 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? Quote
grapen Posted January 22, 2017 Report Posted January 22, 2017 (edited) 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. Edited January 22, 2017 by grapen Vorontsov 1 Quote
cashed Posted January 22, 2017 Report Posted January 22, 2017 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. grapen and Vorontsov 2 Quote
text_fish Posted February 1, 2017 Report Posted February 1, 2017 Losing my substance designer virginity: 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. grapen 1 Quote
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