The sbsar from gumroad works in 2023. I'm new to designer and initially tried opening the package, but I learned that I need to create a new package/graph, and just drag the sbsar into the graph and it will appear as a node. Thank you!
I think that's going to vary a bit based on what type of trim sheet you are creating and the specific needs of the materials being represented there, but I should be able to make a workflow video for how I use this in my next project. It might take me a little while though.
I do plan on making a trim sheet tutorial eventually, but it might be a while, as I'd like to really work on creating a trim sheet that's applied to a specific environment and go through the thought process involved in making that work. Until that happens, I did write a reasonably in depth breakdown of how I used this technique for a previous environment here: 80.lv/articles/001agt-ultimate-trim-animated-forcefield-material-study/ Originally I modeled out and baked to create the base normal map, but now I'd replace that part with using this tool instead.
Thanks so much for making this! I'm looking forward to using the tool. I do have one question, if you don't mind: how do you approach texturing geometry that doesn't turn at a perfect 90 degrees? In my current project, I have several pieces of trim with 45- and 60-degree slopes in the geo. Should I just model in the chamfers on those parts rather than try to use a textural bevel?
This is going to be very context dependent on the visual goals of your project, intended platform, etc. I'd put together the most simple visual test you possibly can to see what looks best to you and meets your visual goals. Technically this technique was made for use with simple box geometry, but you can definitely use it for more than that, so long as the look works. Insomniac has used this for both stylized and realistic art styles. But there's a distinctive look to the technique either way. Might be best to use real geometry. Might be best to bake down your current Geo to normal map. Might be best to use this technique. It really all depends on the look you are going for.
This was a design decision I made on both this tool and my Ultimate Trim UV tool for blender. There are definitely pros and cons to that decision. My hope has been that this makes the tool more artist friendly, in that users can just enter whole (integer) numbers instead of being forced to calculate lengthy floating point percentages. The trade off is that you lose the ability to jump between different resolutions and have the values work for both. It's possible that I got this wrong and people would actually prefer percentages, but I don't really have any data to back that up yet. I may do a survey from some of the users to get some opinions. What do you think?
@@scumbrella606 well i understand but changing the resolution from 2048 to 1024 or less is something that s done frequently Maybe you can do that after exporting the textures in Designer, so maybe its not a big problem!
You're right, that would be one possible workaround! Just export an image at the highest resolution you might need and then work with that at lower resolutions if necessary. That doesn't really help you much for having easy access to the masks though. It may make sense for me to make an alternate version that uses percentages instead of pixels and let the user decide what works best for them.
@@Dhieen Another thing that came to mind, is you could figure out the settings you want to use, and just save a couple preset files for moving between 2048 and 1024. That way you don't have to type in a bunch of number if you want to flip back and forth.
I also thought I had the same issue but you need to create a new SD package (the graph will open empty) then drag the SBSAR file into the graph.. double click on the node and youll get the trim settings on the parameters panel. Maybe youve already figured this one out already but hopefully this helps someone out!
The sbsar from gumroad works in 2023. I'm new to designer and initially tried opening the package, but I learned that I need to create a new package/graph, and just drag the sbsar into the graph and it will appear as a node.
Thank you!
Thank you for this!
no worries!! @@andrewwelch5017
Thank you, i was struggling with that as i just started learning the software!
Can not thank you enough for this amazing tool. Hope you're doin well and keep on rockiN!
So awesome! Can you make a workflow video on how to actually blend different materials with this?
I think that's going to vary a bit based on what type of trim sheet you are creating and the specific needs of the materials being represented there, but I should be able to make a workflow video for how I use this in my next project. It might take me a little while though.
Also, feel free to send me an email or message on artstation to describe what specifically you'd like to better understand how to do!
This is awesome, thanks for sharing!
can you make a video for how to use this tool? like how do you make a trim texture with your tool?
I do plan on making a trim sheet tutorial eventually, but it might be a while, as I'd like to really work on creating a trim sheet that's applied to a specific environment and go through the thought process involved in making that work. Until that happens, I did write a reasonably in depth breakdown of how I used this technique for a previous environment here: 80.lv/articles/001agt-ultimate-trim-animated-forcefield-material-study/
Originally I modeled out and baked to create the base normal map, but now I'd replace that part with using this tool instead.
Thanks so much for making this! I'm looking forward to using the tool. I do have one question, if you don't mind: how do you approach texturing geometry that doesn't turn at a perfect 90 degrees? In my current project, I have several pieces of trim with 45- and 60-degree slopes in the geo. Should I just model in the chamfers on those parts rather than try to use a textural bevel?
This is going to be very context dependent on the visual goals of your project, intended platform, etc. I'd put together the most simple visual test you possibly can to see what looks best to you and meets your visual goals.
Technically this technique was made for use with simple box geometry, but you can definitely use it for more than that, so long as the look works. Insomniac has used this for both stylized and realistic art styles. But there's a distinctive look to the technique either way.
Might be best to use real geometry. Might be best to bake down your current Geo to normal map. Might be best to use this technique. It really all depends on the look you are going for.
@@scumbrella606 I really appreciate the reply. It's wise advice. Cheers!
why do you work with pixels and not percentage?
This was a design decision I made on both this tool and my Ultimate Trim UV tool for blender. There are definitely pros and cons to that decision. My hope has been that this makes the tool more artist friendly, in that users can just enter whole (integer) numbers instead of being forced to calculate lengthy floating point percentages. The trade off is that you lose the ability to jump between different resolutions and have the values work for both. It's possible that I got this wrong and people would actually prefer percentages, but I don't really have any data to back that up yet. I may do a survey from some of the users to get some opinions. What do you think?
@@scumbrella606 well i understand but changing the resolution from 2048 to 1024 or less is something that s done frequently
Maybe you can do that after exporting the textures in Designer, so maybe its not a big problem!
You're right, that would be one possible workaround! Just export an image at the highest resolution you might need and then work with that at lower resolutions if necessary. That doesn't really help you much for having easy access to the masks though. It may make sense for me to make an alternate version that uses percentages instead of pixels and let the user decide what works best for them.
@@Dhieen Another thing that came to mind, is you could figure out the settings you want to use, and just save a couple preset files for moving between 2048 and 1024. That way you don't have to type in a bunch of number if you want to flip back and forth.
can you also make trims without left and right bevel with this?
Yes you can.
@@jjlazzaro thx man
something strange, my 2019 designer no graphs
I will test the tools in the latest versions of Substance as soon as I can and see if there are any problems!
I just tested the tool in the latest version of Substance designer 2019 and everything is working for me.
I also thought I had the same issue but you need to create a new SD package (the graph will open empty) then drag the SBSAR file into the graph.. double click on the node and youll get the trim settings on the parameters panel. Maybe youve already figured this one out already but hopefully this helps someone out!
@@threeleggedshrew THAMK YOU SO MUCH ^-^ I just started working yesterday with designer and this comment helped me a lot.