Preface Some of my first blog posts focused around how to create a "scale " material from texture to render in Maya with V-ray. The Series " Making A Seamless Scale Material " took a more "traditional" approach to creating a tile-able scale pattern. I think this method still has its strengths as it also covers valuable tips and tricks that can be used in Illustrator and Zbrush, but I wanted to share another method for creating scales by using a program dedicated to creating scale-able, flexible, and tillable procedural textures in a node based- lossless editing environment. I have been using Substance Designer almost exclusively for texture generation for the last year now and the amount of flexibility and possibilities that can be created are virtually endless. In truth, Substance Designer is no walk in the park for traditional texture artists. Its node based editing system and use of procedurals require you to think in a different way- but in the ...
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