Vorontsov Posted February 8, 2017 Report Posted February 8, 2017 (edited) 3 minutes ago, Steppenwolf said: 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. Thanks, I didn't know much about this. I only knew certain value ranges aren't good for PBR. Also I know I made it in the PBR workflow (because I've never made a Substance that way) but the diffuse I ended up blending a lot of stuff into it so it looks good in CS:GO as well. I'll post a screenshot of it in-game soon ™ Edited February 8, 2017 by Vorontsov Vaya 1 Quote
Steppenwolf Posted February 8, 2017 Report Posted February 8, 2017 In that case it's fine. For CS:GO you need a diffuse texture anyway which you can make by multiplying the ao map on top of the basecolor. Vorontsov 1 Quote
esspho Posted February 9, 2017 Report Posted February 9, 2017 (edited) I'm trying to get going with @Yanzl's Source Shader but it seems to me that the diffuse isn't showing properly. For instance when I use @Motanum's example substance it looks like this: while I'm sure it should look like this Apparently it works fine for everybody else so I'm obviously doing something wrong. Hint requested. Edited February 9, 2017 by esspho Quote
Yanzl Posted February 9, 2017 Report Posted February 9, 2017 @esspho You need to have at least one light enabled, both in 3D view lights and in the shader parameters. esspho 1 Quote
esspho Posted February 9, 2017 Report Posted February 9, 2017 4 hours ago, Yanzl said: @esspho You need to have at least one light enabled, both in 3D view lights and in the shader parameters. Thanks. Quote
Vorontsov Posted February 10, 2017 Report Posted February 10, 2017 (edited) Optional misc. I don't want to clutter the post . Spoiler Diffuse | Heightmap | Normalmap | Roughness Substance Graph In-game comparing normalmap vs no normalmap. Edited February 10, 2017 by Vorontsov tomm, Harry Godden, Fnugz and 6 others 9 Quote
LATTEH Posted February 10, 2017 Report Posted February 10, 2017 (edited) Wanted to share some work I did on the skys in day of infamy. I used vue studio to render out all the skys. There is more, I just dont want to spam with a ton of images Also wanted to thank the other level designers and environment artists that made the levels awesome! edit: does this really count as a texture? (I mean they are but maybe I should of posted it somewhere else idk) Edited February 10, 2017 by LATTEH Fnugz, esspho, El_Exodus and 27 others 30 Quote
kikette Posted February 13, 2017 Report Posted February 13, 2017 Wow ! Nice work on these sky ! LATTEH 1 Quote
Jenn0_Bing Posted February 14, 2017 Report Posted February 14, 2017 Finally got some more personal work to show off after a bit of a dry spell The Allegorithmic guys invited me to give the new Substance Designer 6 a test drive, so I made a new substance using the new nodes. Mostly the curve node which allows you to precisely control gradients. Sprony, Plat, 'RZL and 30 others 33 Quote
grapen Posted February 15, 2017 Report Posted February 15, 2017 Damn dug, I've got a long ways to go. Looking forward to checking out the new nodes in 6. Quote
grapen Posted February 15, 2017 Report Posted February 15, 2017 12 hours ago, grapen said: Looking forward to checking out the new nodes in 6. I got this in my steam inbox a few hours after that post. Am I being watched? cashed, leplubodeslapin, Fnugz and 3 others 6 Quote
Steppenwolf Posted February 16, 2017 Report Posted February 16, 2017 (edited) Awesome Jenn0! The new curve editor is super nice. Will be super useful for ornamental things and things like trim textures. Some crap i was working on last night. Need to polish them turds a bit more before i make marmoset beauty shits shots. Edited February 16, 2017 by Steppenwolf Vorontsov, -HP-, esspho and 4 others 7 Quote
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