This Sins of a Solar Empire modification brings the various Stargate franchises into the fold. Choose your race as the Tau'ri, Asurans, Goa'uld, Wraith, or Asgard. Build your empire, research technology, command mighty warships, engage in diplomacy, make allies and trade. The Invasion has begun...

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RSS New SGI Texturing Tools Part 1

Looks very efficient ! :)
I still prefer Handpainting every single Ship I create :P

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dotNfg Author

You can actually still do that. The color, roughness and metallic channels are available again if you place layers above these filters and you could paint into them to add variation that’s other than procedural. You can also paint height details in layers below all the filters and the height will be converted to normals by the filters above. Height painted below the filters gets incorporated into the damage effects filters above which use AO and Curvature info from the resulting converted normals.

The setup is mostly meant to be for all the stuff that is usually done procedurally or can be done procedurally more or less in the same quality or better if you count the amount of time you save and can invest in other areas. The video shows only part of the workflow, I’ll make another for the rest soon, which’ll show how the basecolor channel is used to paint ColorID information at the same time as height so that you can immediately set the painted detail to be one of 6 materials defined in the Material Blend Filter.

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While I previously created a Substance Painter filter for the Asuran faction which we used mainly as a preview, this new filter setup is intended to make it possible for us to create final textures without the need for additional Substance Painter smart materials. The setup is also flexible enough to be applied to any faction texture and is modular/extensible.

In this part one video, you can see two of these newly created Substance Painter filters and some of the functionality they offer.