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

Uploaded: about 1 year ago
Updated: about 1 year ago
Version: 1
File Name: Roofing.zip
Size: 84.1 KB

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about 1 year ago

Awesome!


about 1 year ago

Nice work !
Thanks for share.


about 1 year ago

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


about 1 year ago

Thanks for share.


about 1 year ago

Thanks guys! Thats awesome to hear :D


about 1 year ago

very nice!


about 1 year ago

Great Substance Share! Thanks a lot.


about 1 year 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.


about 1 year 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.


12 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?


12 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.


12 months ago

Kay, never mind. I found the answer.


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


9 months ago

yeha!


9 months ago

Noice!


7 months ago

Fantastic material. Thanks Kay!


4 months ago

wow, amazing !


2 months ago

Wow. Thanks for sharing!