After getting used to substance designer this year, getting to make materials was pretty straight forward, I ensured I knew how to implement different values for different textures, like base colour and roughness.
In addition to this, I made sure that some of my textures used material IDs so I could easily interchange and identify parts of the texture and create opacity maps on blend.
These examples are 2048 wall textures, being part of the level architecture, it makes sense to put these as 2048 textures and make these the benchmarks.
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Wall texture examples consisting of the base colour, normal and channel packed roughness metalness occlusion |
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Substance node sample |
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