My work with Substance Designer and Substance Painter.
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Thanks Armagon! You just made my day.
In all honesty, the most amazing substances i ever seen were made by Hugo Beyer, his leaves are amazing.
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Derp, double post.
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Updating the rust and iron a bit. It looked a bit too "new".
Inspired by Eedobaba7726 I decided to try and add some angling to my manhole cover as well.
Substance Designer crashes every time I close and re-open the 3d view, so it might take me a while to make some more renders with different parameters.
So just a few more small tweaks, and ill put the update in Substance Share.
Cool thing is, the rust conforms to the slanting as well, so there are some drip like effects. Slanting here is hard to see, more renders tomorrow.
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Hi guys!
I updated the gallery of my site with some IRay goodness.
Procedural Design gallery.
Im in the process of preparing the substances from my blog for substance share. More info soon.
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Thrilled I placed 3rd in the fantasy category for the Substance Designer procedural material contest. The contest was sponsored by Allegorithmic and NVIDIA.
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Hi guys!
I've been quiet fro a while, but I have been busy.
Nowadays I'm thrilled to be a texture artist for Pillar4 Interactive, who are making X-Shift.
Here are some renders of what I'm doing there:
These are just a few of the many many many materials that'll be in the game, that I can show so far.
More coming soon!
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Looks really good! Great job and congrats
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Thanks Shanteez!
Its a great team to work with
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Some progress:
https://www.artstation.com/artwork/Wg9GJ
The saw marks now have some roundness, and the height- and normal maps are a bit more refined.
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I turned off the paint, so I could focus on the very small details. I'm getting close, but the mortar/cement needs some attention, and the finer grains need some more colour variation.SD doesn't have tessellation controls for iRay for now, so I imported a tapered cylinder that was a bit low in the density department unfortunately.
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Some great work in there, well done.
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Thanks Nicolas! I put a lot of love in these
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Hey guys,
Its been a while since I last posted. It was a bit of a turbulent period (I became a father, but lots of in and out of hospitals since our daughter was born very prematurely. She is doing great now luckily, and I've started working a couple of days again).
I've updated my Artstation with some fresh renders of older work. Substance work from a (too?) ambitious MMO project that got cancelled unfortunately, and from an unreleased horror substance asset pack that was meant for the unreal asset store, but ended up in the freezer. Perhaps the (indie) studio i made them for wants to publish it eventually, which would be cool.
Ill be putting some newer things on soon.
I missed you guys, glad to be back.
Cheers!
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Very impressive work!
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Its always a challenge to keep the graph easy to read, simple and still feature packed. I try to recycle as much as i can, and where possible use levels nodes instead of blurs (set the level to lower res, set the node after it to relative to parent res) for instance. thats a lot cheaper and faster then blurs. Some items that are repeated i also keep at lower res since they contribute to just a small area of the material (like the moss leaves)
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Yay! The rooftiles material was selected as staff pick by Allegorithmic
https://www.artstation.com/p/9XVao
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really impressive the wrinkles effect!
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Thanks @LORENZO ! Its a lot of fun to make and refine. Its not quite there yet, but starting to shape up.
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That's pretty awesome K! How did you make the stitches follow the shape?
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This is fantastic work! Great stuff
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Thanks guys!
The stitches were easier then you might guess haha, (but kinda messy in the corners). I blurred the height for the "pillow', used dynamic gradient with a gradient going from black->white->black and a levels node to create a outline, multiplied it with a checker noise (64x64 tiles), aand thee my stitches were. Just added a slight blur to round them too.
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