Initial Textures - Substance Designer
- FraserJamesH
- Sep 25, 2019
- 2 min read
Updated: Nov 19, 2019
I decided to make some textures in Substance Designer to start using in my test level. I ended up making a sand and a grass texture but after seeing them in game I will need to go back and tweak them to make them more tillable as they will be two of the main textures that the player will see in the game. Learning Substance Designer over the summer became very useful as now I am able to create a variety of textures easily due to Designers procedural workflow. I will also need to create a varient of both textures. For the grass there will need to be one with the flowers and another without, then with the sand there will be one with starfish and shells then one without. The setup in Unity is slightly different compared to Unreal as with Unreal I am used to channel packing the roughness, metalic and AO into one map but with Unity the ability to create your own fully optimised shaders is made more difficult becuase there isn't an optimised material editor. Unity's ShaderGraph is an option but with there not being much control over optimization it is best to stick to coded shaders. With Unity you can either channel pack the Roughness/Smoothness into either the metalic map alpha or the albedo alpha. I chose to use the albedo alpha because I will always be using an albedo map unlike with the metalic map as it is more efficient and optimized to use no texture if the model doesn't have areas that are metalic therefore using a constant variable. Targa files are also needed for this method as they can store an alpha channel unlike PNG's which only store transparency.
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