Tempust85 Posted March 16, 2017 Posted March 16, 2017 Still learning substance painter. Ramikad, minilogoguy18 and SomaZ like this
AshuraDX Posted March 17, 2017 Posted March 17, 2017 Still learning substance painter.Looking good, Substance Painter is quite intuitive to use - you should be familiar with it fairly soon. It's not as technical as Substance Designer, which I still recommend you to learn as using both tools in a combined effort gives you more freedom in the way you work, every brush alpha, Stencil, Mask and Filter is based at a .sbsar file that was created in Substance Designer. With SD you can create your own parametric materials and brush alphas capable of doing exactly what you need. Tempust85 likes this
Psyk0Sith Posted March 17, 2017 Posted March 17, 2017 Nice, if possible you should add beveling to that big Y shape, 90 degree angles = no good!. Tempust85 likes this
AshuraDX Posted March 17, 2017 Posted March 17, 2017 Is this based at a highpoly mesh or jsut a big box you painted height detail on in Substance Painter?If it's the latter I can provide you with a simple bevel filter to bevel your painted height information Tempust85 likes this
Tempust85 Posted March 18, 2017 Author Posted March 18, 2017 Didn't really change it much: Everything is floating geometry, except the details in the boxes. It's a height to normal map using crazybump. It was too rough just adding it to the height channel in substance painter. Geometry "layering": - base rectangle- boxes- diagonal things- Y shape
Psyk0Sith Posted March 18, 2017 Posted March 18, 2017 In max just use outline on the back faces of the shape to get a larger bevel, the depth of the shape doesn't matter as long as you can see the edges from the front like so:
AshuraDX Posted March 18, 2017 Posted March 18, 2017 You have to something about the detail lines there, they look like they were pushed into clay instead of having been chiseled out of stone.
AshuraDX Posted March 18, 2017 Posted March 18, 2017 well, isntead of doig conversion from Height to normal and overlaying that with the baked normal map - just import the height map into substance painter and blend it there.add a mask to that layer and beat it up to not make it as uniform Tempust85 and SomaZ like this
AshuraDX Posted March 19, 2017 Posted March 19, 2017 add a blur and a elvels filter to the height layer to first blur the engraving, then adjust the levels to sharpen it againthis will widen the lines and add a slight slope to the edges it will also make it look much smootherRaw Painting:Blurred:Levels adjusted:here's an example scene: https://www.dropbox.com/s/sedq4izuiqv6g30/Example.spp?dl=0done with the current release of Substance Painter (V2.5.3)
AshuraDX Posted March 20, 2017 Posted March 20, 2017 Probably won't open, I have 1.2.0 That's why I added the pictures But you should update probably.
Tempust85 Posted March 20, 2017 Author Posted March 20, 2017 Yeah I had a look and 1.2 doesn't even have filters. So I'll "update" sure lol.
AshuraDX Posted March 20, 2017 Posted March 20, 2017 It does have filters. They are called layereffects if I recall correctly
SomaZ Posted March 20, 2017 Posted March 20, 2017 *effects so Painter 1.7.3 has the "effects" Short tutorial:- make a fill layer- make it affect height only- adjust depth in the fill layer to match your target depth (you can change it later on)- add a black mask to the fill layer- select the mask- paint the parts white that should be pushed in- click on the effects button- select blur- adjust blur- click the effects button again- select levels- adjust levels to your needs- ready You can simply take the baked depth map as mask instead of a hand painted one.
AshuraDX Posted March 20, 2017 Posted March 20, 2017 You can simply take the baked depth map as mask instead of a hand painted one.For this you'll have to add a bitmap mask instead of a plain black mask
Tempust85 Posted March 20, 2017 Author Posted March 20, 2017 The only blur effect I have is edge blur lol. Anyhow, I'm updating.
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