Join Adam Crespi for an in-depth discussion in this video Create a height map, part of Substance Designer for Architectural Visualization.
- [Instructor] The last component to add…to a material is a height map.…What height maps do is add a little extra depth…to what we perceive in the normal,…really making sure that as we get in parallel…to this or tangent to that surface,…that we perceive those tiles as standing out a bit.…It's a very subtle effect.…Different game engines may use a height map…as well as rendered applications,…so it's good to put it in as it's simply another grayscale.…I'll look at available maps I can reuse in here…to give me a height map I can use in this material.…
I've selected the blend that's going into my metallic.…This is a very good candidate…for that height map as we have the grayscale,…and I'll double click on it to show it,…where the tiles are lighter and hence high in the height map…and the grout is lower or darker.…What I'm going to do is simply apply a bit of leveling…to it and pipe that into the height.…I'll click on Lvl on the top tool bar to make a levels.…Then I'll take the output from the blend…that's going to metallic, pipe it into the levels,…
- Mosaic and metallic tiles
- Determining tile patterns
- Varying tile roughness
- Exposing parameters for design flexibility
- Testing tiles in a scene
- Crafting subtle metallic properties
- Patterned tile for accents
- Wood tile flooring
- Creating wood grain from noise
- Ashlar veneer
- Molded wall panels
- Woven mesh
Skill Level Intermediate
Creating Painted Metal in Substance Designerwith Joel Bradley1h 5m Intermediate
Substance Painter Essential Trainingwith Wes McDermott5h 55m Intermediate
1. Mosaic Tile
2. Metallic Tiles
4. Patterned Tile for Accents
5. Wood Tile Flooring
6. Ashlar Veneer
7. Molded Wall Panels
8. Woven Mesh
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