Xolotl Studio shows how you can make better roughness maps in substance designer.
Roughness maps are not used as much by new users, but they should. I’ve found that roughness is often more of the focus in animations and effects work than it is for static assets like textures or models because you want something dynamic looking when these things change over time with animation.
If done well enough, this can create some really cool-looking moments where various parts of your model reveal themselves out from behind other surfaces sequentially one at a time—depending on how long those obstacles will be there before revealing all their hidden secrets!
The following passage talks about what kind of materials need to be implemented into game engines if we wanted them for example.
Artists can easily create a variety of textures with the Roughness tool in Substance Designer, but it is important for them to be aware that some hurdles may exist. One such challenge is when working on small resolutions like what’s found in old school video games or cell phone screenshots which don’t have enough resolution so there are artifacts along edges between different colors–this might not happen if you work at higher monitor resolutions where more pixels exist per inch (ppi).