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@gamedevstanislove4 жыл бұрын
Looks cool! Great! Thank you!
@3dextrude4 жыл бұрын
Thank you too!
@adammain34244 жыл бұрын
Hey 3dEx, great video as always. Would you be willing at some point to explain or show how you purpose a texture like this in a game engine? I would assume a texture like this would apply to a back ground cliff that consisted mainly of a flat(ish) plane but I've struggled to find examples where the final Marmoset render on a sphere relates to the final product, if that makes sense.
@BlackyMagick3 жыл бұрын
Hey so when you're modeling in a modeling engine you will want to uv map the texture to a plane. Now unity comes with a plane but if u want one with a specific resolution(Edgeloops) you will want to make your own. After you can apply the material you made into unity. I do not believe unity support the sbr file substance uses anymore. so you can export out the maps individually. What gives the magic is the tessellation. Option two is to model out a rock face wall in a modeling engine and apply the textures in the modeling engine to see what it looks like b4 you bring the model into a game engine. Most games have some of the bigger rocks on a rock face modeled and little ones are done with tessellation. If you have more questions feel free to ask or if someone has a better way feel free to post.
@gnisrotv97014 жыл бұрын
so I kinda work with your video on the side trying to recreate the beautiful material. when I get the gradient map after following every stap you took my. snow looks really blurry and is more of a gradient on top of it. Its not like there is a clear distinction between the snow and the rock. Do you know why
@Captt954 жыл бұрын
I've always been confused with substance designer. After you create the smart material, you just use it in your engine of choice?? Or do you have to make in this case, cliff rocks then apply the material you just created?
@TornadoGod14 жыл бұрын
well you need a surface to apply the texture onto, the geo on which it’s applied doesn’t necessarily matter if it’s a surface texture, but in a texture such as this where the displacements are integral, you’d probably do a base mesh of a cliff, you might sculpt it too, and afterwards, by applying this, you get extra detail that compliment your big shapes