The past few months I have been working Substance Designer exports into my Unreal Workflow.
Year
2022
Client
Infinite Wolrd
Project
Various
role
Designer - Look Dev / Unreal & Substance
Adding hooks on the Substance side I can get more control once in Unreal. I am still having some issues with UDIMS and Unreal Via SBSAR.
For this scene test, I created a Substance node tree that copies the floor pattern of the carpet.
IN GENERAL IT IS A REALLY POWERFUL WAY TO GO IN TERMS OF WORKING WITH MATERIALS AND UNREAL AND DCC'S
I isolated the different colors of the carpet via masks,
Then compiled them together before running them into the larger tree
Once I export the tree out as an SBSAR - Inside of Unreal engine, the presets I made in SD come through, particularly with added control over each individual carpet color and pattern.
I tried to keep this work flow of SBSAR into Unreal for other assets I created for the Demo. From Gold Walls, curtains, tables, entry ways
One of the things I did when I was at Inifinite world, was make a whole series of documents on how to implement the substance tools into other DCC and Unreal etc... It was a great learnig experience to get under the hood with Painter and Substance.
Ex: above - I made a large amount of these documents and passed them out within the company - I will include some of them in the Blog area - Erick