Rooftiles with tons of options for wear and tear. SBS+SBSAR are in the .zip file.

Uploaded: 6 months ago
Updated: 5 months ago
Version: 1
File Name: Roofing.zip
Size: 84.1 KB

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DISCUSS
5 months ago

Awesome!


5 months ago

Nice work !
Thanks for share.


5 months ago

Brilliant stuff. Great for learning purposes. Everything I wish Substance Source actually was!


5 months ago

Thanks for share.


5 months ago

Thanks guys! Thats awesome to hear :D


5 months ago

very nice!


4 months ago

Great Substance Share! Thanks a lot.


4 months ago

Kay, how did you get such high quality renders? Did you use V-Ray or was it just Marmoset? Some info on your render image size and render settings would be greatly appreciated. Also I could not get the tiles to "stick out" as prominently as yours. Is there a parameter to control this? Thanks again.


4 months ago

Hi Frederic66,

I used iRay, which is built in in substance designer. I set the tesselation to 4 and height to 1 if i remember correctly.


4 months ago

Kay, I am trying out the iRay renderer. Tessellation option is not available in my iRay renderer but is available when I switch to OpenGL. I don't have a graphics card though. Could this be the reason? Also I found the tuning knob for the tesselation factor ( it is in the Materials menu.) But where is the knob for the height? Is this the same as the "Scale" setting in the Material Height menu?


4 months ago

Kay, thanks for your response. Another noon qn ( I am just delving into Substance). I notice that all your output maps are 256 by 256. How do I produce 2k maps from your graph? Ultimately I plan to use the output maps ( AO, Height, Diffuse and Normal) in UE4.


4 months ago

Kay, never mind. I found the answer.


about 2 months ago

boy you're damn brillant, what a work .........thank you, thank you much


about 1 month ago

yeha!


26 days ago

Noice!