@Utsav singh, Yes. But a kind of lowpoly projection to have the best balance between poly count and alpha/quad overdraw.
Appreciate the shoutout!
your shader complexity is low because you used true polygon models instead of just a masked plane to prevent alpha overdraw?
Martin de Graaf has released a breakdown of complex ornament shapes built in Substance Designer. The artist went over how he approached the reference, the nodes he has used and provided an in-depth breakdown of how he created the different parts inside the tool.
Table of Contents
- Breaking down the reference
- Explaining the nodes the artist used
- Breakdown of the Substance that he made for the Polycount Substance Challenge (Round Ornaments)
This breakdown shows the way I created my entry for the substance challenge and will give insight in workflows I’ve used with the challenge in mind. There will be cases that parts can be created in a different/more efficient way. I will not be showing how to make the different materials used(stone, glass and lead) as this is not the focus of this breakdown. This breakdown is suitable for Beginner Level and higher.
The material was made in Substance Designer 2017.1.0 Everything can be recreated in Substance Designer 6.0 and up. A lower version will not be able to replicate everything in the exact same way due to the use of the Curve node. There are no external nodes used other than the stock nodes of the version noted above.
Option 1: the full PDF “Creating Ornamental Shapes in Substance Designer”
Option 2: the full PDF “Creating Ornamental Shapes in Substance Designer” and the source .Sbs to tinker around in (Substance Designer 2017.1.0 or newer is required).
You can use any part of the graph in your own projects, both personal and commercial. Direct redistribution of the .Sbs or the material graphs is however not allowed.