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Loads of Nodes

So this week we are working hard on creating a library of materials to be used both for the MaterialPack and for individual assets. We are both quite technically minded and so we spent Monday morning working out the basics of Substance Designer to procedurally create materials that we can interact with in-engine. As a lover of the Unreal material editor I feel really at home among all the spagetti and nodes of Substance Designer. However there have been many moments of "Whyyyyyyyy?!" These are some of my materials so far. Many of them are only the first pass and definately need some work so if you have any critique or suggestions please fire away as I'm going to be working into them again.

Tarp.jpg
Tarp.gif
PaintedBrick.jpg
PaintedBrick.gif
CorrugatedMetal2.jpg
CorrugatedMetal1.jpg

Both the brick and the corrugated metal have exposed variables in engine which allow you to change the colour of the paint and the amount of paint which really gives a good amount of flexibility to the materials. There is likely a better way of doing this but recreating the histogram scan node from substance was difficult.

PaintedBrickUE4Nodes.jpg

The corrugated metal and tarpaulin materials were both entirely created in Substance Designer, definately still needing a bit of work.

CorrugatedMetalDesignerNodes.jpg

And finally here is a display of how procedural texturing is almost there but really quite difficult to get right, The left Image took me an hour or so in substance designer and the right image took about the same to remove light information, tile it and create a normal and roughness (there is a bump offset which needs addressing creating a wierd stretching of some of the lines on the right of the cube)

Brick.jpg

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