Showing posts with label Substance Designer. Show all posts
Showing posts with label Substance Designer. Show all posts

Sunday, January 19, 2014

Doctor Who Shenanigans



Tweaked the graph network for the Dalek and brought the Tardis I created awhile ago into Substance for a small environment piece that smacked my imagination last night while working between the two. Thanks to the Tardis, I experimented with more aspects of the numerous material filters and have a better idea about baking height and normal maps within the program.

Thursday, January 16, 2014

Dalek Study


Posting a shot of the progress with the Dalek texturing through Substance Designer. I'll have to go back into the model to fix the seams with the spheres, mostly going to rotate them to hide 'em, then rebake the maps. At this point much of the graph is set up but still need to work on a few areas and spend some time immersing with how to create some proper specular in the program.

Friday, December 27, 2013

Substance Designer Study

Rendered in UDK
Rendered in UDK
Rendered in UDK
Generated Textures from Substance
Graph Network for Railcar
After tutorials and experiments with Substance Designer I think I have some idea of how it works. Besides having to bake the normals within Max from a high poly, the AO, diffuse, spec, world normals, and other maps were generated via Substance designer. There was a point I was going to make the leather, rust, and wood graphs by hand but saw that Substance already had graphs that were available and saved me time and pain from doing.

In hindsight I would've done a few things differently but I am eager to move on to another WIP and use Substance for that puppy. This is only Substance 3.7.1 but the ease of consolidating the majority of the texturing process into one program makes using this program for future projects appealing.