S&box Wiki

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Material_Resources#547419

<cat>Dev.Material</cat> <title>Material Resources</title> Below is a list of resources related to materials & textures. Which include tools, sites, & guides to assist you in all your material and texturing needs. ## Tools + [Substance Player](https://substance3d.adobe.com/documentation/sp31/substance-player-2294742.html) - Free program used to view **.sbsar** files, tweak exposed parameters, and export to texture maps. + [Subtance 3D Painter Steam Edition](https://store.steampowered.com/app/1775390/Substance_3D_Painter_2022/) - Paid but powerful texturing application ## PBR Material Authoring Tools + [Substance 3D Designer Steam Edition](https://store.steampowered.com/app/1775400/Substance_3D_Designer_2022/) - Paid but powerful Material authoring tool. + [Material Maker](https://www.materialmaker.org/)² - Free and open-source, based on the Godot Engine. + [Texture Lab](https://www.texturelab.io/) - Free and open-source, written in TypeScript and hosted in an Electron app. + [TexGraph](https://galloscript.itch.io/texgraph) ## Free PBR Materials/Textures + [AmbientCG](https://ambientcg.com)¹ + [PolyHaven](https://polyhaven.com/textures)¹ + [CGBookcase](https://www.cgbookcase.com/textures) + [Juliovii](https://juliovii.itch.io/) + [3dassets.one](https://3dassets.one/#order=latest) + [MaterialMaker](https://www.materialmaker.org/materials?count=10&type=material)³ ## PBR Material Authoring Tutorials + [Introduction Series Into Substance Designer](https://www.youtube.com/watch?v=i_q_JaCg7hk&list=PLB0wXHrWAmCwWfVVurGIQO_tMVWCFhnqE) + [Getting Started With Material Maker](https://www.youtube.com/watch?v=mSuyrsJSZ_o) ## Other + [Source 2 Template for Substance Designer](https://github.com/PixelQubed/source2-template-for-sd) - Useful for creating Substance Designer materials that follow Source 2 naming schemes for easy import into the material editor. <note> * ¹Since s&box uses **OpenGL Normals (+Y)**, when downloading textures from sites such as AmbientCG or PolyHaven for example, check to see if they have an OpenGL (GL) normal provided. If not you can invert a **DirectX Normal (-Y)** to **OpenGL Normal (+Y)** by toggling **"Inverted Normals (-Y)"** in the material editor [InvertingNormal](https://files.facepunch.com/wiki/files/a768a/8da58b0afde2a29.png). * ²Before 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) * ²To export from Material Maker, do **'File' > 'Export Material' > 'Blender'** . From there you'll have .exr files whitch are your exported textures. * ³Textures from Material Maker Site Will need to first be exported from Material Maker. </note> </note> <note> Work In Progress, edits are welccome. </note>