Join Joel Bradley for an in-depth discussion in this video Using filters (Normal Combine, etc.) to create the normal maps, part of Up and Running with Substance Designer.
- After all the work that we put into generating them…in the previous chapter, you have probably been wondering…when we were going to make use of the grayscale crack…and small detail flows…that we still have sitting in our graph area.…Well, as we want, in this video, to generate the normal maps…that will give our surface the appearance…of wear and tear with depth, now is that time.…With the first step, as you might have guessed,…being to hit the spacebar key…and Add a new Frame to the work area.…Let's give it a new name, so over in the Title field,…let's call it Normal_Maps, press Enter,…and then change its Color to something like a light blue.…
I will give myself a little more room to work with here…by scaling things out a little,…and then stategically place it…next to our crack generator frame here,…and so that we can select the final node in that flow,…right click outside of the frame,…and then from the Add node flyout,…click to create a Normal node,…which we can then place within the Normal_Maps frame.…If I double click on the newly created node,…
- Creating a new substance graph
- Importing resources
- Setting up lighting
- Generating maps
- Creating material outputs
- Using generator nodes to create surface detail
- Using filters to create amps
- Publishing a substance
- Importing substances
Skill Level Intermediate
Q: This course was updated on 05/04/2016. What changed?
A: We added 10 new tutorials covering the changes in the most recent versions of Substance Designer. Check out the videos in the new chapter, "5.1 to 5.3.4 Update Highlights."
Rendering for Composites inside 3ds Maxwith Joel Bradley1h 50m Intermediate
Unreal Engine: Architectural Visualizationwith Adam Crespi3h 53m Intermediate
5.1 to 5.3.4 Update Highlights
1. Setting Up the Project
2. Generating Maps and Detail
3. Building Up the Material
What's next?2m 44s
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