Alt click on a node connection automatically disconnect it from the other nodes. And there is some nodes which can be easily summoned by pressing a key and clicking at the same time. Like B+click will place a branch, and S+click a sequence.
If you're willing to compile it, Aseprite is a great option as well.
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Looking for video guides to working in Substance Designer? Have a look at 5-part tutorial by Get Learnt on generating a mud material inside the tool. The guide covers the full progress: dealing with basic shapes, setting up all the nodes and other essential steps.
In this episode, I first introduce the finished trench mud material. Next, we dive right into creating it from the ground-up (pun intended), starting by establishing a universal workflow that we can use across virtually any material we wish to create. I discuss some workarounds that we can also use when trying to bring our substances into the Unity 5 (2017) game engine, as compatibility issues arise. To finish off, we create a top-notch mud material graph that we can use in later graphs of our trench mud material, or in any projects that we deem fit!
In this episode, we go over our second material graph using the same workflow we established with our mud in Ep. 01. We mess around with using our polygons to cut away from our geometry to get help our rocks start to take form!
In this episode, we dive into making our twigs to scatter around our mud material using the same methods we created in the previous episodes.
In this episode, we cover how to blend all of our graphs together to make our ultimate material graph.
In this episode, we finalize our trench mud material by adding water using the ‘Water Levels’ node.
Did you find the guide useful? Make sure to share your thoughts on the videos below.