Jump to content

Recommended Posts

Posted

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.

Posted

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?

Posted
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!

Posted
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.

Posted
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 :)

Posted
On 2017-02-01 at 1:24 PM, text_fish said:

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. :?

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:

slope_blur.thumb.png.90ea0c56b2398fc8ef05bfc4e8553a75.png

Posted
Posted (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 by Steppenwolf
Posted

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.

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.


  • Mapcore Supporters

    aphexjh       Badroenis       celery⭐      EGO DEATH ⭐      Freaky_Banana      FMPONE ⭐      Harry Godden      JimWood ⭐      JSadones      poLemin      Vaya

    Funds go towards hosting and license costs, Discord server boosts, and more. If you'd like to donate, check out our Patreon announcement.

×
×
  • Create New...