Jump to content
mikezilla

totally random texture thread

Recommended Posts

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.

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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

 

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
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

PWIVBNF.jpg

Edited by cashed

Share this post


Link to post
Share on other sites
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?

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

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. :?

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...