
Over the last few months I’ve been working hard on my latest first-person shooter project Competitive Recoil. The whole process took far longer than expected, and it was mostly because scope creep seems to be a huge weakness of mine, and I get far too easily distracted by new features.
Sometimes the only way to fight this is to turn those dream features into future techarthub content, and so here we are with the first of what I hope will become a series of Substance Designer tutorials on the creation of impact decals.
This Substance Designer tutorial will take you step-by-step through the process of creating a set of bullet hole textures perfect for use either as an impact decal within the game engine of your choice, or as a part of a larger Substance Graph.
This is part one of a two part series that covers the creation of a bullet impact decal in Substance Designer before bringing it into Unreal Engine 5. The second part, where we dive into the engine and set up a Impact Decal Master Material (as well as a bunch of other cool stuff) can be found here.
