A blog by Henry Lockett about CGI, doing up a van and web development, amongst other things. Soon to be living in London.

Week 9 Logbook

Published 26th November 2018 by Henry

Substance Designer

Always set new substance to Relative to Parent

Set graph to 256×256 so the SD plugin works in UE4

Always good to create the height map in SD first, then colourise it

Press 1 or 3 to toggle node output collapse

 

https://share.allegorithmic.com/

 

Adding an output node:

You can copy the height output node, change the name and labels, then change the Usage dropdown to AO

You can use a Base Material node as a template. It’s a good place to start a new material:

 

2D Transformation node: Hitting spacebar in the 2D view shows whether the texture is tilable

 

RGBA Merge node : Merge the AO, R and M maps into a single file

View the map:

Then create a new output for the merged RGB:

You can expose parameters so that they can be controlled globally:

Then you can Publish the material to use in Painter. Very important to check Output Size and Random Seed:

 

Flood Fill nodes

Really useful for breaking up repetition within the texture.

Example of brick variations:

 

Create a nice smeared or dripping effect using Directional Warp:

 

Also it’s possible to drag a graph into another graph to build upon it:

You can then also material blend !!! :

You can also create trim sheets with SD by masking the above with a tile generator or checkerboard.

 

Zbrush

Export the height information of an object in Zbrush to Designer:

Alpha > Grab Doc

Export as a TIF

Use the Shape Extrude node to then rotate and scale the height map, creating more variation

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