Ultimate Trim Generator for Substance Designer Overview

Sdílet
Vložit
  • čas přidán 6. 09. 2024

Komentáře • 27

  • @xylvnking
    @xylvnking Před rokem +3

    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!

    • @andrewwelch5017
      @andrewwelch5017 Před 11 měsíci +1

      Thank you for this!

    • @xylvnking
      @xylvnking Před 11 měsíci

      no worries!! @@andrewwelch5017

    • @inedia8871
      @inedia8871 Před 8 měsíci

      Thank you, i was struggling with that as i just started learning the software!

  • @harrysanders818
    @harrysanders818 Před 3 lety +1

    Can not thank you enough for this amazing tool. Hope you're doin well and keep on rockiN!

  • @omri1324
    @omri1324 Před 5 lety +1

    So awesome! Can you make a workflow video on how to actually blend different materials with this?

    • @scumbrella606
      @scumbrella606  Před 5 lety +3

      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.

    • @scumbrella606
      @scumbrella606  Před 5 lety

      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!

  • @wpetrosky
    @wpetrosky Před 5 lety +2

    This is awesome, thanks for sharing!

  • @Dhieen
    @Dhieen Před 5 lety +1

    can you make a video for how to use this tool? like how do you make a trim texture with your tool?

    • @scumbrella606
      @scumbrella606  Před 5 lety +2

      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.

  • @3dcgphile
    @3dcgphile Před 4 lety +1

    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?

    • @scumbrella606
      @scumbrella606  Před 4 lety +2

      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.

    • @3dcgphile
      @3dcgphile Před 4 lety +1

      @@scumbrella606 I really appreciate the reply. It's wise advice. Cheers!

  • @Dhieen
    @Dhieen Před 5 lety +1

    why do you work with pixels and not percentage?

    • @scumbrella606
      @scumbrella606  Před 5 lety +1

      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?

    • @Dhieen
      @Dhieen Před 5 lety

      @@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!

    • @scumbrella606
      @scumbrella606  Před 5 lety

      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.

    • @scumbrella606
      @scumbrella606  Před 5 lety +1

      @@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.

  • @jayjaygolden5123
    @jayjaygolden5123 Před 4 lety

    can you also make trims without left and right bevel with this?

  • @YuriKruglov
    @YuriKruglov Před 4 lety

    something strange, my 2019 designer no graphs

    • @scumbrella606
      @scumbrella606  Před 4 lety

      I will test the tools in the latest versions of Substance as soon as I can and see if there are any problems!

    • @scumbrella606
      @scumbrella606  Před 4 lety

      I just tested the tool in the latest version of Substance designer 2019 and everything is working for me.

    • @threeleggedshrew
      @threeleggedshrew Před 4 lety +3

      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!

    • @ezgiyurekli9397
      @ezgiyurekli9397 Před 3 lety

      @@threeleggedshrew THAMK YOU SO MUCH ^-^ I just started working yesterday with designer and this comment helped me a lot.