Thanks a lot ! Did you give some masterclass of something ?
How is the Clovers sit on top between tiles? for mine, blend modes doesnt seem to be working... they follow the height of the tiles which results in extreme distortion of clovers following the height changes of tiles
I really liked Cris Tales, its a Colombian game, i really like it how it looks, its like a old JRPG with a unique graphic style: https://www.youtube.com/watch?v=EXAUWjhqeKg
Matthias Schmidt has recently written a post on his experiments with directional bevels in Substance Designer. The artist wanted to test the feasibility of procedurally generated sci-fi walls/panels that look like something originated from high poly models.
For the directional bevels a number of custom nodes from the community have returned interesting results:
1. Directional Bevel by Fabien Forestier – straightforward, not much computation time, therefore good for quick iterations
2. Perspective FX by Alexander Prokopchuk – more versatile options
3. Perspective Tool by Vincent Dérozier (purchased on his Gumroad) – similar to Alexander’s node
Other nodes that found very helpful in this endeavor:
1. Masked Edge by teto45 – creates a smooth edge where two blended height maps meet so very useful for that subdiv modeled look
2. Stack Auto by teto 45 – blend node that stacks two height maps on top of each other
First, I just messed around with some patterns to see where it leads me:
Then I dug deeper and tried to combine some directional bevels with tile sampler inputs to create actual walls:
Some more examples:
I will keep experimenting. It’s definitely a good way to get a good base to start with.
You can learn more about the artist’s experiments here.