Join Adam Crespi for an in-depth discussion in this video Create the normal map, part of Substance Designer for Architectural Visualization (2017).
- [Instructor] In this movie…we'll look at adding some relief into this normal map…for a mosaic tile.…When I'm crafting a substance like this…I like to look at the way the light shines on the surface…and skips across it,…paying attention to how the normal really works…before the color because often color will mask…what you're seeing in the way…the light happens on a surface.…What I will do is to get a solid color in…as a proxy before I get the actual albido going.…I'll click on CLR up in the main toolbar…to make a uniform color.…
I'll switch over to hue saturation and value from RGB.…I like to personally work in hue saturation and value…as I find it gives me a greater control…versus RGB which tends to feel very bright very quickly.…I'll bring up just a little bit of saturation…and swing the hue into the warm yellow range.…I'll set my value roughly around 185…so I have a soft warm gray.…Then with that node selected,…I'll hold control and select my output for base color…and press F to frame in on them.…
You can frame in on any selected nodes…
- 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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