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Quick work flow in substance designer

Posted By bluemidget666 10 Years Ago
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bluemidget666
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This is a quick tutorial on how to texture a wall using Substance designer, it is not a tutorial on how to model the wall or UV it as I have no idea what modeling or UVing tools you would be using.

So I will post a already UVd model to use :) called wall.zip

inside the zip file you will find a model looking like  this

This model has 2 materials assigned to it, one for the brick part on the wall and one for the concrete section of the wall.

So open substance designer and create a new substance.

you just want a standard setting with diffuse, normal and spec maps and a texture size of 1024 X 1024

and should look like this

next you need a multi material blend node

So type in Multi in the search box and it should come up like this.

Drag it into your work space.

once in your work space click on it, you will see a set of Parameters show up on the right hand side, set the number of materials to 3.

Now open the folder where you unzipped the wall model (wall.obj) and drag and drop the model onto where it says unsaved Package*

then drag it from there onto your 3dveiw window.

So you should be looking at something like this..

now  right click on the wall obj under unsaved package and go to bake model information, under bakers click the small round + icon and select convert UV to SVG

make sure your setting are these

and click ok

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bluemidget666
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Part 2

Now under your wall.obj in the users packages section you should have a 2 tone map, drag it into your node work space and join the dots output to colour id on the multi material blend node.

Now I went on line and found a free tillable brick texture and crated a normal and spec map using bitmap2material and have attached a zip file of them, download and extract them to a folder of your choice.

Now we want to go back into Substance designer and join up the out puts from multi material blend to their corresponding out put boxes, diffuse to diffuse, normal to normal and spec to spec.

now we need to right click each output box (diff,norm,spec)and go to view in 3d view, as each box has to materials you need to do this for both materials which should be default1 and material 1.

you need to assign diffuse to default1 diffuse and material1 diffuse and for normal you need to assign it to default1, normal and material1, normal then the same for the spec map.

Once you have done this double click on our SVG material map (the two coloured map we backed) so it shows up in the 2d view.

Now single click on the large multi material blend not so its parameters show up on the right hand side.

click on the small arrow next to Material 2 and 3 to open up their parameters.

click on the coloured box under the word colour and a colour selection box should open up

click on pick, then in your 2d view pick the first material colour and close the dialogue box, do the same for material 3 picking the second colour.

the basics are now set up. 

 

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I Make My Mates Do The CanCan For The Amusement Of Killer Robots:D

bluemidget666
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Part 3

Now open the folder with the brick textures diffuse, normal and spec and drag them onto your work space and connect them to the multi material blend node.

it should look like this..

those bricks are way to big ..

So go to your search box where we typed multi material blend and type in material transform, once it comes up drag it into your work space and wire it up like this..

 once that's done double click this new material transform node and look at your 2d view window, it should look like this..

grab and move the top right hand corner of the outline tool and move it slowly down towards the middle of the bricks until you are happy with how the brick look in the 3dview. 

So what we have done so far is set up the base structure and applied a set of bitmaps to our model now we will apply a substance to the lower part of the wall.

With your copy of substance designer you should have 2 sets of downloadable substance packs, these are in your download section from http://www.allegorithmic.com/products/substance-designer if you have not already log in and download them and extract them to a folder.

in the first pack of 25_GameTextures_part_1 you will find a folder called concrete_europe open it and drag the concrete_europe.sbs file on to your work space, should look like this..

now if you look at the outputs from this concrete you will see it outputs are

Base Colour = Diffuse

Normal

Roughness

Metallic

Ambient occlusion

Height

we can only use the first 2 ..

So go to your search box and type in base.

you should see a gold icon like this called base colour/metallic/roughness/to diffuse/spec/gloss

drag it into your work space and wire it up like this (normal goes to normal on the multi material blend node)

Do not worry about the gloss, we can not use it.

Now your wall should be full textured and look like this..

 

 We are not finished yet ...

But I will leave it here and see if anyone has any issues:)

Ho and it might be a good place to save your work :P

 

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bluemidget666
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Part 4

Decided to carry on :)

Now double click on you blue normal map node, so that it shows up in your 2dview.
in the 2d view click the second icon on the top bar and save out the normal map.

Then open the folder you saved the image in and drag the normal map onto your resource folder in the explorer view.

when it askes just link the file, this saves resources.

now in the same way we baked out the convert_uv_to_svg file right click on the wall file and go to bake model information.

Untick or close the convert uv to SVG option under bakers.

This time from under the options menu under the green cross we want to select Ambient Occlusion and Curvature.

set up the Ambient map like as so

You want to click on the 3 dots after where it says Normal map and select FROM Resources. A dialogue box should open where you can chose the normal map we have just saved out and linked.

You need to do the exact same for the curvature map.

You should now see under your wall_resourses folder a wall_ambient_occlusion and wall_curvature maps.

Drag these maps onto your work space just in front of your Diffuse map 

now single click anywhere in the grey area of your workspace so you have nothing selected.

Right click in the grey area and go to add node and chose blend, a blend node should appear in your work area. Create another bland node so you have two in your work area.

Now click on the Ambient Occlusion node you dragged into your work area, on the right hand side where it says Specific Parameters click on colour. Do this for your Curvature node aswell.

then wire up the Ambient and curvature maps to the blend nodes like this

At this point our wall will look very dark, to fix this we are going to place a levels node between the Ambient node and the blend node, we will do the same for the Curvature node aswell.

you add a levels node in the same way as we added the blur node.

on the right hand side when you click on the levels node you will see its setting.

Tweak these until the wall looks the way you want it.:P

 


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bluemidget666
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Whoops

Set your blend nodes to multiply.



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Such Stuff
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Thanks very much for taking the time to put this together. It's much appreciated.
bluemidget666
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My pleasure

It's not a very indepth tutorial but it covers some of the basics like applying a 2d texture, converting information from PBR to spec and gloss, using blend nodes and generating AO and curvature maps.

From what is there you should be able to figure out how to add a grunge map to the final diffuse map.

If there is any part that's not well explained let me know and I'll try to explain it better:)



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45thdiv
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I too am glad for your post on this.  I will take a look at this later in the week when I have some time to sit and follow what you have outlined.

Matthew

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wires
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This is just brilliant Blue. :cool:

Thank You.:)

Gerry



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animagic
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Great, blue, thanks for that. This will be very helpful to get started.

I bought the Substance Indie pack, and I still have to do something with it...:blush:


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg


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