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Material_Resources#547074

<cat>Dev.Material</cat> <title>Material Resources</title> ## Useful tools [Substance Player](https://substance3d.adobe.com/documentation/sp31/substance-player-2294742.html) - Free program used to view .sbsar files and export them to texture maps. [Material Maker](https://rodzilla.itch.io/material-maker)³ - Free and open-source procedural PBR (Physically Based Rendering) materials authoring tool, based on the Godot Engine. ## Free textures [AmbientCG](https://ambientcg.com)¹ [PolyHaven](https://polyhaven.com)¹ [CGBookcase](https://www.cgbookcase.com/textures)² [MaterialMaker](https://www.materialmaker.org/materials?count=10&type=material)⁴ <note> * ¹Since s&box uses OpenGL normals when downloading textures from either AmbientCG or PolyHaven use the normal with GL in the name and not DX * ²Normals from CGBookcase will need to be inverted as they are DirectX normals. * ¹Since s&box uses **OpenGL Normals**, when downloading textures from either AmbientCG or PolyHaven use the normal with GL in the name and not DX * ²Normals from CGBookcase will need to be inverted as they are **DirectX Normals**⁵. ⤶ * ⁵You can invert a normal by toggling **Legacy Source1 Inverted Normals** in the material editor [InvertNormals](https://i.imgur.com/U5gUegf.png).⤶ * ³Before exporting a material from Material Maker you will need to convert the normal in the graph from the Material Maker’s internal format to OpenGL [Normal convert node documentation](https://rodzill4.github.io/material-maker/doc/node_filter_normal_convert.html) * ³To export from Material Maker, do **'File' > 'Export Material' > 'Blender'** . From there you'll have .exr files whitch are your exported textures. * ⁴Textures from Material Maker Site Will need to first be exported from Material Maker. </note> <note> Work In Progress, edits are welccome. </note>