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Showing posts from July, 2017

Substance Designer foray

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I'm pretty late to the whole substance craze, having spent three years in a mobile development environment where textures larger than 512x512 caused eyebrows to raise within the engineering team. But I kept hearing things about it being amazing, so I thought I'd give it a shot. Here is my attempt at a "hand painted" look, based off of similar processes I'd use in Photoshop. The texture is generated using an exported sbsar material and... well, thats it. I saw a nice example online of using a switch to swap out gradient maps in a material which allowed me to create a bunch of looks in the one material. This tool makes me happy.