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Posted
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.

Posted

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

vHurn4P.png

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.

Posted
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

ztzhVL8.png

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.

L09gxXJ.jpg

 

Example Node. To explain the very basics.

3ojlXUZ.jpg

Posted
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.

scepter_flagstones.png

Posted
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.

XUkkp6o.jpg?1

 

  • 1 month later...
  • 1 month later...
Posted (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.

scepterbark.jpg

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

scepterbark2.jpg

Edited by grapen
  • 2 weeks later...
Posted

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.

Posted
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?

Posted (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 by grapen
Posted
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.

  • 2 weeks later...
Posted

Losing my substance designer virginity:
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. :?

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