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#substancedesigner — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #substancedesigner, aggregated by home.social.

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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).

    #substance #substancedesigner #procgen #tools

  8. 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).

    #substance #substancedesigner #procgen #tools

  9. 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).

    #substance #substancedesigner #procgen #tools

  10. Laplacian Texture Blending in Substance Designer

    🪢 Link 🪢 www.artstation.com/blogs/hauket...

    #substanceDesigner #TechArt

  11. Laplacian Texture Blending in Substance Designer

    🪢 Link 🪢 www.artstation.com/blogs/hauket...

    #substanceDesigner #TechArt

  12. Laplacian Texture Blending in Substance Designer

    🪢 Link 🪢 www.artstation.com/blogs/hauket...

    #substanceDesigner #TechArt

  13. Laplacian Texture Blending in Substance Designer

    🪢 Link 🪢 www.artstation.com/blogs/hauket...

    #substanceDesigner #TechArt

  14. Laplacian Texture Blending in Substance Designer

    🪢 Link 🪢 www.artstation.com/blogs/hauket...

    #substanceDesigner #TechArt

  15. Static render and #SubstanceDesigner nodes. The base shape was just a capped cylinder

  16. Static render and #SubstanceDesigner nodes. The base shape was just a capped cylinder

  17. Static render and #SubstanceDesigner nodes. The base shape was just a capped cylinder

  18. Static render and #SubstanceDesigner nodes. The base shape was just a capped cylinder

  19. #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

    #Nodevember

  20. #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

    #Nodevember

  21. #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

    #Nodevember

  22. #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

    #Nodevember

  23. 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.

  24. 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.

  25. 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.

  26. 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.

  27. 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.

  28. 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) - youtu.be/SL285ZelxJc

    #graphicdesign #genai #techart #Substance3D

  29. Snow is hard! :blobcatbigsob:

    Is too dark now. It has to be the normals being messed up.

    #SubstanceDesigner #blender #blender3d

  30. Snow is hard! :blobcatbigsob:

    Is too dark now. It has to be the normals being messed up.

    #SubstanceDesigner #blender #blender3d

  31. Snow is hard! :blobcatbigsob:

    Is too dark now. It has to be the normals being messed up.

    #SubstanceDesigner #blender #blender3d

  32. Snow is hard! :blobcatbigsob:

    Is too dark now. It has to be the normals being messed up.

    #SubstanceDesigner #blender #blender3d

  33. Snow is hard! :blobcatbigsob:

    Is too dark now. It has to be the normals being messed up.

    #SubstanceDesigner #blender #blender3d

  34. 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.

    #SubstanceDesigner #blender #blender3d

  35. 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.

    #SubstanceDesigner #blender #blender3d