Steppenwolf Posted February 1, 2017 Report Posted February 1, 2017 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. Vorontsov and text_fish 2 Quote
text_fish Posted February 1, 2017 Report Posted February 1, 2017 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: will2k 1 Quote
will2k Posted February 1, 2017 Report Posted February 1, 2017 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? Quote
text_fish Posted February 1, 2017 Report Posted February 1, 2017 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! blackdog 1 Quote
Steppenwolf Posted February 1, 2017 Report Posted February 1, 2017 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. blackdog and Vorontsov 2 Quote
will2k Posted February 2, 2017 Report Posted February 2, 2017 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! 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 Quote
grapen Posted February 7, 2017 Report Posted February 7, 2017 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. tomm, text_fish, esspho and 2 others 5 Quote
grapen Posted February 7, 2017 Report Posted February 7, 2017 On 2017-02-01 at 1:24 PM, text_fish said: 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. 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: esspho and text_fish 2 Quote
Steppenwolf Posted February 8, 2017 Report Posted February 8, 2017 I made a custom node for that aswell: https://share.allegorithmic.com/libraries/2071 Pampers, Vorontsov and esspho 3 Quote
Pampers Posted February 8, 2017 Report Posted February 8, 2017 any other stuff from substance share you use or can recommend? Vorontsov 1 Quote
Steppenwolf Posted February 8, 2017 Report Posted February 8, 2017 Two custom nodes that i use A LOT are Hugo Beyer's noise polisher: http://hugobeyer.artstation.com/pages/free-stuff Bruno Cracks: https://share.allegorithmic.com/libraries/22 Others that i like: Get slope: https://share.allegorithmic.com/libraries/1172 Filter random: https://share.allegorithmic.com/libraries/2272 ID map from greyscale: https://share.allegorithmic.com/libraries/2289 Vorontsov and Pampers 2 Quote
Vorontsov Posted February 8, 2017 Report Posted February 8, 2017 1 hour ago, Steppenwolf said: Hugo Beyer's noise polisher: http://hugobeyer.artstation.com/pages/free-stuff I never know I needed this so bad in my life until you showed me it. Too bad the dropbox link doesn't work, goddammit Vaya 1 Quote
Steppenwolf Posted February 8, 2017 Report Posted February 8, 2017 (edited) This should work (see attached file). Otherwise i believe it's included in this substance from him: https://share.allegorithmic.com/libraries/965 And yea it's pretty awesome node. Really helps for getting more polished "zbrushy" look on stuff, less noisy and procedural. Super awesome for making some erosion like terrain effects aswell. HB_noise_polisher.sbs Edited February 8, 2017 by Steppenwolf Vorontsov 1 Quote
Vorontsov Posted February 8, 2017 Report Posted February 8, 2017 (edited) Base Color | Heightmap | Normalmap | Roughness Edited February 9, 2017 by Vorontsov Added a graph of the substance Harry Godden, Fnugz, K and 8 others 11 Quote
Steppenwolf Posted February 8, 2017 Report Posted February 8, 2017 The crevices on the basecolor look pretty dark for a pbr texture. That's what the ao map is there for. The new hbao node does a very good job for that. Under PBR Utilities you can also find a PBR Albedo Safe Color node that you can plug in before your basecolor output in case you're unsure if some values are too dark or too bright. Vorontsov 1 Quote
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