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Specular and gloss maps tutorials ?

I've been looking for a faster (than hand painting) way of making decent specular and gloss maps, and I was told that Substance Designer + Painter is the solution.

However, I am failing to find any training material about creating spec and gloss maps for video games using Designer + Painter.

Can someone please share links to such training materials, if any exist ? Thanks.

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  • wesm
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    wesm polycounter lvl 4
    motorsep wrote: »
    I've been looking for a faster (than hand painting) way of making decent specular and gloss maps, and I was told that Substance Designer + Painter is the solution.

    However, I am failing to find any training material about creating spec and gloss maps for video games using Designer + Painter.

    Can someone please share links to such training materials, if any exist ? Thanks.

    Hello,

    Are you looking at creating spec/gloss maps for PBR? Substance Designer has spec/gloss and metal/rough PBR shaders and material workflows.

    We have an archived live stream that was given on working with PBR in Substance.
    https://www.youtube.com/watch?v=LP7HgIMv4Qo&index=2&list=PLB0wXHrWAmCxOEZkYTabwzTEvAE9gBuPY

    Here we have a series on working with Substance Painter. This series was to cover the software during the beta and will be updated for the version 1.0 release.
    https://www.youtube.com/playlist?list=PLB0wXHrWAmCzhPKtFFF6xVEAOvfUJcV3s

    You can use Substance Painter to directly paint roughness, which can be converted to spec/gloss on export. We will support a spec/gloss workflow in Painter as well.

    Please let me know if you have any questions. These training links are more general purpose, but I can help or create a specific spec/gloss video for you.

    I am also working on a set of material nodes that allow you to quickly create metal and dielectric base materials in Substance Designer.

    Cheers,

    Wes
  • motorsep
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    Hi Wes,

    Thanks for the response. I am looking to generate at least a base for spec/gloss using normal map and low poly model (highlights for edges, etc.) and then paint the rest of the details onto that base.

    It's not for PBR, it's for last-gen game engine (Doom 3 BFG).
  • wesm
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    wesm polycounter lvl 4
    motorsep wrote: »
    Hi Wes,

    Thanks for the response. I am looking to generate at least a base for spec/gloss using normal map and low poly model (highlights for edges, etc.) and then paint the rest of the details onto that base.

    It's not for PBR, it's for last-gen game engine (Doom 3 BFG).

    Ok, great. It will be very easy to do this. You can create a base material graph with diffuse/spec/gloss/normal and then pipe that into the material filters to add weathering effects. You can then choose how different effects propagate to the different channels with simple controls on the material color blend node. I will often use Substance Painter to create hand painted maps and then augment those maps with substance effects in Substance Designer.

    Here is some more training in Substance Designer that will show this. Its an entire series, but you can skip to the sections that you need.

    https://www.youtube.com/playlist?list=PLB0wXHrWAmCwLRTzdb-RxadGk_xBBQKar

    This one should be helpful.
    https://www.youtube.com/watch?v=DBUUinKNhGs&index=7&list=PLB0wXHrWAmCwLRTzdb-RxadGk_xBBQKar

    Cheers,

    Wes
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