Substance Painter & Designer

Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,344
553
I saw a war paint i liked and tried to recreate it using one of my new util nodes. Titanium!
https://steamcommunity.com/sharedfiles/filedetails/?id=2255415115

I actually found that it was really hard to get that tight bevel that i wanted and i tried a lot of things.

What i ended up doing tho is pretty clever imo:
- Used the normal output from the bevel node (cranked to ridiculous intensity) that goes into a "light" node
- The light node usually takes a worldspace normal but can techincally take any normal data
- project the light precisely at 45 deg
- Clean up the artifacts by just adding a solid color in the 'grout' lines
 

Attachments

  • tf_titanium.png
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  • tf_titanium_graph.png
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Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,344
553
Attempt a recreating the floor texture from the Santorini asset pack.

One thing I think i need to figure out how to do better is give it more than just a single gradient map so that i can have more color variety. I think thats what i stuggle with the most.

Here i made good use of my utility pack.
 

Attachments

  • tf_greekfloor.png
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  • tf_greekfloor_graph.png
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radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
Raising this thread from the grave to say, I made a node that handles SSBump generation right in your Substance workflow!

It should provide similar enough results to Valve's generator, though it uses Substance's lighting and normal nodes to generate. Now you can see the ssbump result as you edit the rest of the material, and export it alongside everything else! It comes with several tuning options as well, to account for surface complexity.
 

Attachments

  • ssbump_space.png
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Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,344
553
Raising this thread from the grave to say, I made a node that handles SSBump generation right in your Substance workflow!

It should provide similar enough results to Valve's generator, though it uses Substance's lighting and normal nodes to generate. Now you can see the ssbump result as you edit the rest of the material, and export it alongside everything else! It comes with several tuning options as well, to account for surface complexity.
This is fantastic! Huge addition! Thanks for sharing
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Raising this thread from the grave to say, I made a node that handles SSBump generation right in your Substance workflow!

It should provide similar enough results to Valve's generator, though it uses Substance's lighting and normal nodes to generate. Now you can see the ssbump result as you edit the rest of the material, and export it alongside everything else! It comes with several tuning options as well, to account for surface complexity.
What do the results look like (and how do they look vs height2ssbump?)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Don't normal maps have height maps built in, in the blue channel? I mean, assuming they're made correctly.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
What do the results look like (and how do they look vs height2ssbump?)
Ah! I knew I forgot something...
normal2ssbump on the left, my node on the right:

1648322268740.png
My result is currently a bit brighter on the greyscale, so I might go and clamp the light range down a bit, but I can't see too much difference in-game.

EDIT: Actually I've gone and updated it already (v1.1) because the fix turned out to be easy, I'd left some extraneous features in from early experimentation- they should be gone now and parameters should be a bit clearer. You might have to play around with the input normal's intensity, but results should be way closer now.
1648327643641.png
 
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Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,344
553
You've never actually released this texture, have you? Seems like it'd be useful.