my go at the end all be all of ceramic tiles in the realm of game development
200 patterns
17 months
my go at the end all be all of ceramic tiles in the realm of game development
200 patterns
17 months
Approaching Critical Mass:Update(6/18/2025) Added an additional 40 patterns, ⭐ ✅ total is 200 ✅ ⭐Update(7/8/2024) Added an additional 40 patternsUpdate(4/17/2024) Added an additional 20 patterns.Update(2/15/2024) Added an additional 20 patterns.Update(1/21/2024) changed how the tile colors are defined, instead of 20 pallets, user can input up to four unique colors that will be randomly assigned. Also changed grime color input, and made it possible to adjust tile roughness.Update (1/7/2024) 80 Seamless Patterns (+40 yaay)40 Seamless patterns. Pattern Reference Lookup: SummaryThis is an SBSAR, use Substance Player or Substance Designer to rasterize the output maps. Or use the Unreal, Unity, Blender, Substance plugins to utilize this material graph with full parameter control.Outputs: Base Color Normal Roughness Metalness Ambient Occlusion Height Unreal ORM (RGB packed occlusion, roughness, metalness) Unity URP Gloss/Metalness Demo:
I also did a price update on the ceramics material set. It has 200 variations
so I priced it at $20 because 10 cents a pattern seemed appropriate
I might add more to it in the future, but 200 should be more than enough for now.
!! 400 patterns !!79,289 hand drawn & carefully placed shape layers ♥️What is it?This is a SBSAR Substance Designer Archive!Compatible with the freely available Substance Player.Or, if you have access, this is also usable as a template for inclusion in more complex Substance Designer graphs.Purpose:A wide range of PBR textures for your game or video project. The foundation of each pattern is vector art, for unparalleled crisp edges at low or high resolution. The goal is to make a set of textures that will never need to be remastered.Pattern Atlas (Index In Corner):Controls:Generate a stored pattern by selecting the row(1-20) and column (1-20).2 layers of dirt each with:+level+color+rough+metal5 histogram regions for setting color and roughness3 histogram regions for setting metalnessOutputs:+base color+roughness+metalness+normal+height+emissionChangelog:4/23/2023 - Released v4, with linear 1-400 pattern id input for simplicity. FXAA anti-aliasing on height-map output.
Today I did some price updates on HG1
the entire thing for $11.99
link in the replies
Collections along with target empties are stamped out along with sockets (named empties)
something I should have done today:
figuring out the new hierarchy
like door has target
when door50 is realized it needs to point to door50/target. Should be simple because it's string addition... current_obj+"/"+current_obj.target.name