#substancedesigner — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #substancedesigner, aggregated by home.social.
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Material Maker 1.4 is finally out!
THE open-source node-based procedural texture, material, flipbook and shader authoring tool is here!
Leave Adobe's golden cage!
https://github.com/RodZill4/material-maker/releases/tag/1.4
#MaterialMaker #GameDev #Texturing #Textures #Substance #SubstanceDesigner #Adobe #Nodes #Procedural #Art #ComputerArt #DigitalArt #Godot #GodotEngine
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Material Maker 1.4 is finally out!
THE open-source node-based procedural texture, material, flipbook and shader authoring tool is here!
Leave Adobe's golden cage!
https://github.com/RodZill4/material-maker/releases/tag/1.4
#MaterialMaker #GameDev #Texturing #Textures #Substance #SubstanceDesigner #Adobe #Nodes #Procedural #Art #ComputerArt #DigitalArt #Godot #GodotEngine
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Material Maker 1.4 is finally out!
THE open-source node-based procedural texture, material, flipbook and shader authoring tool is here!
Leave Adobe's golden cage!
https://github.com/RodZill4/material-maker/releases/tag/1.4
#MaterialMaker #GameDev #Texturing #Textures #Substance #SubstanceDesigner #Adobe #Nodes #Procedural #Art #ComputerArt #DigitalArt #Godot #GodotEngine
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Material Maker 1.4 is finally out!
THE open-source node-based procedural texture, material, flipbook and shader authoring tool is here!
Leave Adobe's golden cage!
https://github.com/RodZill4/material-maker/releases/tag/1.4
#MaterialMaker #GameDev #Texturing #Textures #Substance #SubstanceDesigner #Adobe #Nodes #Procedural #Art #ComputerArt #DigitalArt #Godot #GodotEngine
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Material Maker 1.4 is finally out!
THE open-source node-based procedural texture, material, flipbook and shader authoring tool is here!
Leave Adobe's golden cage!
https://github.com/RodZill4/material-maker/releases/tag/1.4
#MaterialMaker #GameDev #Texturing #Textures #Substance #SubstanceDesigner #Adobe #Nodes #Procedural #Art #ComputerArt #DigitalArt #Godot #GodotEngine
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Substance Days session: Game Environment Creation Made Easier with Substance 3D Designer: https://www.youtube.com/watch?v=g6P9L5lm0Tg
#SubstanceDesigner #gameart #madewithsubstance #substancedays #gdc2025
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Inner Oculus is finished. There is a second layer for the outer bulge but here's the screenshot of the inner layer mesh and material. It was quite the challenge to create a fully procedural eye texture and I have still a bit of work to do with the parametrization. But the tough part is done XD
Textures done in Substance3D Designer, Modeling in Blender.
#procgen #gamedev #3DDesign #Blender #Substance #SubstanceDesigner #gamedev #indiedev
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Inner Oculus is finished. There is a second layer for the outer bulge but here's the screenshot of the inner layer mesh and material. It was quite the challenge to create a fully procedural eye texture and I have still a bit of work to do with the parametrization. But the tough part is done XD
Textures done in Substance3D Designer, Modeling in Blender.
#procgen #gamedev #3DDesign #Blender #Substance #SubstanceDesigner #gamedev #indiedev
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Inner Oculus is finished. There is a second layer for the outer bulge but here's the screenshot of the inner layer mesh and material. It was quite the challenge to create a fully procedural eye texture and I have still a bit of work to do with the parametrization. But the tough part is done XD
Textures done in Substance3D Designer, Modeling in Blender.
#procgen #gamedev #3DDesign #Blender #Substance #SubstanceDesigner #gamedev #indiedev
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Scatter Splines on Splines is opening up a ton of possibilities in Substance Designer I have long been waiting for. Designing proper ocular blood vessel patterns for example XD
Also debuging these is strangely calming.
#substance #substanceDesigner #procgen #texturing #3D #gamedev
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Scatter Splines on Splines is opening up a ton of possibilities in Substance Designer I have long been waiting for. Designing proper ocular blood vessel patterns for example XD
Also debuging these is strangely calming.
#substance #substanceDesigner #procgen #texturing #3D #gamedev
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Scatter Splines on Splines is opening up a ton of possibilities in Substance Designer I have long been waiting for. Designing proper ocular blood vessel patterns for example XD
Also debuging these is strangely calming.
#substance #substanceDesigner #procgen #texturing #3D #gamedev
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Just made a more useful Cartesian to Polar node for Substance Designer. I kinda got frustrated by the built in mode and I really wanted to make circular pattens better without using scatter circular (as it has it's own problems).
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Just made a more useful Cartesian to Polar node for Substance Designer. I kinda got frustrated by the built in mode and I really wanted to make circular pattens better without using scatter circular (as it has it's own problems).
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Just made a more useful Cartesian to Polar node for Substance Designer. I kinda got frustrated by the built in mode and I really wanted to make circular pattens better without using scatter circular (as it has it's own problems).
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Laplacian Texture Blending in Substance Designer
🪢 Link 🪢 www.artstation.com/blogs/hauket...
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Laplacian Texture Blending in Substance Designer
🪢 Link 🪢 www.artstation.com/blogs/hauket...
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Laplacian Texture Blending in Substance Designer
🪢 Link 🪢 www.artstation.com/blogs/hauket...
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Laplacian Texture Blending in Substance Designer
🪢 Link 🪢 www.artstation.com/blogs/hauket...
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Laplacian Texture Blending in Substance Designer
🪢 Link 🪢 www.artstation.com/blogs/hauket...
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Master the Scatter Splines on Splines Node in #Substance3D Designer: https://www.youtube.com/watch?v=aUUWV1dYQdI
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4 New Features for Better User Experience in #Substance3D Designer: https://www.youtube.com/watch?v=LwexybAEjaI
#3dart #3d #texturing #gameart #VFX #MadeWithSubstance #SubstanceDesigner
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#SubstanceDesigner Quick Tip #35: Directional Distance Node: https://www.youtube.com/watch?v=fTs1H3aLoWM
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Static render and #SubstanceDesigner nodes. The base shape was just a capped cylinder
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Static render and #SubstanceDesigner nodes. The base shape was just a capped cylinder
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Static render and #SubstanceDesigner nodes. The base shape was just a capped cylinder
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Static render and #SubstanceDesigner nodes. The base shape was just a capped cylinder
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#Nodevember2024 Day 3-4: Orc Temple
Haven't done anything in #SubstanceDesigner for quite some time, so I felt like this would be a good excuse. Made this simple light while waiting for things to build -
#Nodevember2024 Day 3-4: Orc Temple
Haven't done anything in #SubstanceDesigner for quite some time, so I felt like this would be a good excuse. Made this simple light while waiting for things to build -
#Nodevember2024 Day 3-4: Orc Temple
Haven't done anything in #SubstanceDesigner for quite some time, so I felt like this would be a good excuse. Made this simple light while waiting for things to build -
#Nodevember2024 Day 3-4: Orc Temple
Haven't done anything in #SubstanceDesigner for quite some time, so I felt like this would be a good excuse. Made this simple light while waiting for things to build -
Great to see that its new 2D nodes aim to replace tools like #SubstanceDesigner. We recently evaluated whether to buy/rent Substance, Mari or some other procedural tool for texturing and I‘m more than happy if artists can use what we already have (#Houdini on Linux) instead.
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Great to see that its new 2D nodes aim to replace tools like #SubstanceDesigner. We recently evaluated whether to buy/rent Substance, Mari or some other procedural tool for texturing and I‘m more than happy if artists can use what we already have (#Houdini on Linux) instead.
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Great to see that its new 2D nodes aim to replace tools like #SubstanceDesigner. We recently evaluated whether to buy/rent Substance, Mari or some other procedural tool for texturing and I‘m more than happy if artists can use what we already have (#Houdini on Linux) instead.
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Great to see that its new 2D nodes aim to replace tools like #SubstanceDesigner. We recently evaluated whether to buy/rent Substance, Mari or some other procedural tool for texturing and I‘m more than happy if artists can use what we already have (#Houdini on Linux) instead.
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Great to see that its new 2D nodes aim to replace tools like #SubstanceDesigner. We recently evaluated whether to buy/rent Substance, Mari or some other procedural tool for texturing and I‘m more than happy if artists can use what we already have (#Houdini on Linux) instead.
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New tutorial! Learn how to create a Depth map transition-based filter with #SubstanceDesigner (and discover some tricks to get more control on the #AdobeFirefly generated images thanks to the Structure feature) - https://youtu.be/SL285ZelxJc
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I did a small experiment with #Substance3D Stager, #AdobeFirefly, and a custom filter in #SubstanceDesigner. Should I make a tutorial of it?
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I did a small experiment with #Substance3D Stager, #AdobeFirefly, and a custom filter in #SubstanceDesigner. Should I make a tutorial of it?
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I did a small experiment with #Substance3D Stager, #AdobeFirefly, and a custom filter in #SubstanceDesigner. Should I make a tutorial of it?
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I did a small experiment with #Substance3D Stager, #AdobeFirefly, and a custom filter in #SubstanceDesigner. Should I make a tutorial of it?
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Snow is hard! :blobcatbigsob:
Is too dark now. It has to be the normals being messed up.
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Snow is hard! :blobcatbigsob:
Is too dark now. It has to be the normals being messed up.
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Snow is hard! :blobcatbigsob:
Is too dark now. It has to be the normals being messed up.
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Snow is hard! :blobcatbigsob:
Is too dark now. It has to be the normals being messed up.
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Snow is hard! :blobcatbigsob:
Is too dark now. It has to be the normals being messed up.
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An attempt at wind swept snow. Not horrible, but it looks too smooth. Now sure how to fix that exactly. :blobcatthinking2:
I think it needs more high frequency bumps or something.
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An attempt at wind swept snow. Not horrible, but it looks too smooth. Now sure how to fix that exactly. :blobcatthinking2:
I think it needs more high frequency bumps or something.