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File: guilhem-resseguier-03.jpg (743 KB, 1920x2131)
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How in gods name??? I'm a 2d artist, and know a bit of 3d (enough to make very crude simple one-material assets in blender and import them into unity). Browsing artstation recently, I noticed the amount of 'substance materials' is starting to be quite noticeable. A ton of these materials just look absolutely stunning. I never gave them much notice, amazing 3d art being everywhere on that site and me being demoralised enough by the insanely high skill level of most artists on there.

But now I am really starting to get curious. How in gods green earth do you do this? They say 'substance only' ... what?? This is not a photo that was used? How the **** can I make amazing stuff like this?

And how does it even work in the gamedev pipeline? Is a 'smart substance material' something you load into unity/unreal, then drag onto your model, and the engine renders it along the mesh perfectly with all the information embedded into the substance made material?

Please teach me this wizardry
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>>680711
For fuck's sake. Learn to use Google.
If you still can't bother to rub enough brain cells together to do that, use the questions thread to ask questions. That's what it's there for.

Lastly. The Substance materials are made in Substance Designer, while assets are painted in Substance Painter. I'm not spoonfeeding you any more information than that. Fucking google it. Being a 2d artist doesn't mean a damn thing at all to this question.
Don't bump this thread.
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>>680713
You don't tell me which threads to bump or not, fagget.
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>>680713

why so hostile?
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What the hostile anon said. Get designer if you want to make your own stuff. Start by doing the new ground creation tutorial the substance YouTube channel and then look at the tutorials from Josh lynch and Daniel thiger.

That said, it helps if youve worked with pbr materials before and have internalised certain core concepts such as how height maps, roughness and albedo maps work. I don't know if subs d tutorials really go over that stuff.
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>>680711

The trouble with these types of materials is they are so complex and not very re useable that you might as well have just sculpted the rocks. It's honestly artists just using one medium over another.
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>>680711
Wait, what's so special about it? It's an artificial looking rock surface with corresponding displacement.
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>>680724
With Substance Designer you can tweak different parameters and change random seed values to generate completely new variations or change colors. You can use these assets to layer on top of one another in Alchemist, e.g. to make mossy or grass-covered rocks, or with water seeping from the cracks.

This shitty thread needs to die.
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>>680711
Well, it looks and renders fantastically... on it´s own software. I kinda didn´t get how to export all the pretty shiny maps to 3ds max without losing detail, and that thing is realtime to boot!
Even exports directly to Sketchfab, but like on pic related, it isn´t quite the same there.
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>>680720
Because OP just had to google "Substance Materials" and he'd have all the information he'd ever need.
But instead he just jumps in and makes this thread. I don't know where these people come from or why they think this place is a compendium of knowledge that exists nowhere else. Other places are better for stupid questions like this, hell he'd be better off going to Reddit.
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>>680720
all wannabe artists are naturally hostile
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>>680780
holy shit that's so fucking bad
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Google "Substance Alchemist". Then drink some bleach, it's an important part of creating great materials.
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>>680846
isn't that the software that crashes every 15 seconds?
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>>680850
It is literally an alpha. However if your goal in life is to make quick and dirty materials out of shitty .jpgs, put them on artstation and get a whole two likes for it, then it has you more than covered. It's easy to adjust a bunch of stuff, including scale, tesselation and tiling, layer a bunch of stuff on top of one another and get a material out of it. The only real requirement is a possum PC and some patience for the crashes.

I believe it was made for those weirdos that like to take pictures of walls and floors in real life so they can very quickly spit out a material preview before they do something more involved in Designer. But of course, likely only 1% of the population is weird enough to take pictures of the floor like that in public and not be embarrassed about it.
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>>680780
Let mew guess. You were expecting an answer like "but there is X procedure to place all the results from substance to 3dsmax so you cna render in I-ray".
Sorry, /3/ is a cesspool of individuals with limited knowledge. You´ll get only >>680843
here from underage kids.
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>>680872
Great contribution, mate.
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>>680713

You know you can just ignore the thread if you don't want to bother explaining basic stuff.

>>680711

These materials are procedurally generated, you only need to paint stuff every now and then. The main strength of Substance Painter/Designer is that they come with a rich library of maps and scripts that you use to build complex and detailed surfaces.
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>>680879
>You know you can just ignore the thread if you don't want to bother explaining basic stuff.
Some people need a kick in the ass every now and again.
We have new threads popping up daily with stupid shit like this. People'll pop in, post, then disappear and leave their shitty thread that only needs one answer there for 3 months until some faggot decides to bump it from the 10th page with completely irrelevant information like "kek".

Better to be mean and have them post properly the next time since no one can bother reading the sticky or even take a moment to get a sense of how things work here. If it hurts their feewings and they decide to leave for good, fine, if they decide to actually figure out how the board works, even better.
Until we get a proper mod to kill off threads like these once they go dormant for a while, or just remove them altogether, there's not much anyone can really do. I'd rather be an asshole than see stupid threads like this that could have just as easily have been googled in a few seconds.
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>>680884
kek
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>>680711
have you been living under a rock?
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>>680872
>>680780
Mmm... that´s substance PAINTER.
You either don´t know how to use substance DESIGNER, or don´t have it installed yet - in either way, you need to master both to make cool materials for your models.
Also, you mentioned 3ds max? There´s a plugin that imports the material MDL files from substance right into max, i believe is for designer, you can´t miss it or you won´t have the textures for your models there, is simple as that.
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Oh, a material like this on unity/unreal for realtime requires tessellation.
This means that it has a huge performance impact and most dev's trick the effects of a substance with shaders.
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>>680884
I've seen people who use this place regularly up and kill threads to post this shit before. It's not always stupidity sometimes it's straight thinking they are better than everyone else
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>>680993
All I'm saying is that threads like these have no point.
If a post only needs one reply to get the point across, then it probably shouldn't have been made in the first place. It's better to put it somewhere like questions or elsewhere.

>It's not always stupidity sometimes it's straight thinking they are better than everyone else
I see that too. Then people get mad when they don't get the answer they expected or like.
Then there's the plain stupidity of mobile users posting on the wrong board.
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>>680713
Lol cringe faggot go pretend to act smart on your faggot anime board
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ok Im going to teach you

uniform color, shape node, blend, clouds2, blend slope blur, blend perlin noise, blend, blend, blend, blend, blend, blend, blend, blend, blend, blend, blend, blend, blend, blend, blend, blend, blend, warp, blend, blend, blend, blend, blend, blend, blend, blend, blend, levels, blend, blend, blend, start with big forms, go to mid, then details, start working in greyscale create color last, you should keep in mind height>rougness>color that order when creating shit also when you'll have height and roughness setup color will be a breeze
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>>683289
based and nodepilled
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>>683285
kys, homie.
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>>680843
>>680873
>>680974
>>683285
>>683313
BASED cringe
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Well, Im gonna use this as substance general.
Why did no one answer op`s question? The one about exporting smart materials into unity/game engine? How is the optimization? Can it run on a mobile game?
Also another thing that has been bugging me. How do you brigde 2 smart materials? Lets say you have 'snow' materials and 'grass' material. Now, both of them are highy detailed pbr materials, so how would you go about making a "gradient" with those two?
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>>683336
pic not related btw
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>>683336
>How do you brigde 2 smart materials? Lets say you have 'snow' materials and 'grass' material. Now, both of them are highy detailed pbr materials, so how would you go about making a "gradient" with those two?

aww man.. you blend them by using blend material node, you can make "gradient" by pluging gradient in greyscale mask, or any other grayscale map you create, or use water level node to make puddles of water on uneven ground, or just blend them with opacity so they look like shit

about exporting smart materials to engines i never do that, I always output maps, but I think this is way too tasking for mobile, if they even support this, but once again I dont do this

anyway for those still wondering about substance, its worth learning, I was sceptical as hell in the begining, but its huge time saver, and more and more people use this, its not the future anymore, its now and you better adapt

one tip is dont start with designer, you'll be lost as hell, start with a painter to get around terms similiar UI

is I rate dificulty od designer at 100%, then painter is 20% tops, start with easier one it will be less frustrating
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>>683340
what's the best way to learn designer after you've comfortable with painter?
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>>683344

I just made a post here
>>683342
>>
designer materials will always look good in the editor if you know what you're doing, but oftentimes the photo realistic detail doesn't translate very well if you are exporting the texture maps for unreal or unity. for this reason i have found it best to abstract some details in my designer materials and not go full blown realistic unless it is explicitly a designer project i am making for showcase
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>>683389

It's the same with painter. You go god this is looking great then export to marmoset and there goes ur detail. marmoset viewer then compresses everything so you wonder why you bothered in the first place.
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>>680711

I don't bother creating natural stuff such as grounds and rocks in substance designer. Just go outside, take pictures of the ground (don't need any fancy equipement, just good quality picture) and bring that shit into substance Alchemist to make it tileable and remove lighting information.
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>>683398

Well that's a luxury for people who can leave their house.
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>>680713
Bump
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>>686763
Wow you sure showed him!
Have an internet point.
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>>680713
calm down you fucking faggot
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>>686796
He has a point you fucking faggot. Spoon-feeding people who are too stupid to use google is a fucking waste of time.
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>>686796
I'm sure that anon is still here to see and take your "advice" a month later.
Nice work.
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>>680713
Fuck you Faggot A thread talking about substance... BUMP
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>>686936
this thread doesn't have much substance though
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>>686936
I'm sure he cares very little at this point.
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To OP, Download Designer. There's a free trial. GO to youtube and look for a user called Sharpstance.

To everyone else complaining about how materials from substance don't look as good in other programs. You probably need to go in and make sure your metalness/roughness maps aren't in the sRGB colorspace.
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>>680780
>tfw no mirror shoes
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>>687064
omg i was always wondering why people complain about that, i never had this problem.
You tell me these retard are just to stupid to learn how to do it properly but shoot of their mouth and complain? What a bunch of fucking useless eaters.
Fuck them!
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>>680720
Cause some of us are tired of dumb people.
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>>680711
super^test
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>>680720
Because time and effort are precious.
You are wasting our time and efforts by being lazy and asking to be spoonfed.
Also, your brainlet ego killed a thread for this truth nugget. YOUR feelings are hurt? Omfg just accept the helpful advice that you are being useless on a board of genuine help.
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>>688810
Hey man, I don't mean to burst your self superiority bubble and all that, cuz I'm real happy for you and shit.
But you're bumping a thread who's last reply was almost a month ago. Just to add further insult to injury, the OP is 2 months old.
I don't know which is worse, this thread killing another more "worthy" thread, or you bumping this one as it is about to be killed. Letting it live another few months in the sun as it trots back to the depths of page 10 and into the archives.
Let it go, and let it die anon. OP will still be a fag no matter what.
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Designer is fun as hell to play with. I made this after looking at controls for one hour. It's not good, but it was really fun to do.
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>>688811
>But you're bumping a thread who's last reply was almost a month ago. Just to add further insult to injury, the OP is 2 months old.
Do you know where you are faggit?
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>>680780
the fucking reflection on the shoes what the fuck surface is that i cant even describe it.
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>>691180
polished copper shoes
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>>680852
Architects do this all the time
My dad's one, we can't go anywhere with him taking pics of everything

>>683336
Thing about artstation is they use tessellation, so yes the materials can still look good but you got to remember that you won't use tesselation that detailed in unity

If you wanted to blend multiple smart materials just do it in substance painter, it's literally drag and drop them you can mask out with a gradient or a billion other ways
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>>683340
>>683344
They do different things, you do t need to now anything about substance painter for designer and vice versa
Substance designer let's you create materials from nodes, now at the end you can turn it into a smart material for substance painter but you can also just create your finished material inside designer and export in whatever output texture maps you need. Then just save the designer file and you can tweak things and re export as you like.
And for painter, you don't need to use any smart materials if you don't want. You can paint anything anyway you like.
One thing I love about painter is how you can mask out UV islands so easy so texturing stuff can be a breeze once you get a handle on that.
If you understand Photoshop layers then most of it will seem straight forward to you.
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>>686748
Based
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>>688810
>wasting our time

and what kind of ultra productive million dollar things are you hoping to accomplish by scrolling through a racist japanese porn site lol
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LOL I can't believe this thread is still up. I'm the op. I have since learned houdini, zbrush and substance, realised 3d is a shit branch of the game art tree, and gone full blown 2d artist/programmer combo with just a little bit of blender to fill in the gaps.
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>>691774
>I have since learned houdini, zbrush and substance
>in less than one month
kek.
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>>691774
>"""learned"""
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>>691774
>LOL I can't believe this thread is still up
Yeah, turns out /3/ also has its share of retards like you that bump ancient threads.



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