I'm working on a pack of substance textures for a stylized environment. Once it's done, I'll be putting it all up on Gumroad.
So far, I've finished the grass.
It actually wasn't that difficult to make, once I finally nailed down the style I wanted to achieve. THAT part was rough.
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I'm not impressed with either. This is something I definitely would have preferred to sculpt were I not deliberately aiming to do everything in Substance Designer.
I think the grass looks pretty mown atm, dunno if that's what you're going for but the hard chopped off edges at the top make it seem like it's been trimmed xD
I would imagine wild grass would grow a bit more erratically and thus spikey.
I like the water, looks good, often water only really works when in motion so it's nice to see you've captured the ripples of it.
Are you using POM with a height map to add depth? What outputs do these substances have?
IMO, using an AO map would help these. With many PBR type game engines it lets the light get into those cracks for direct light but occludes the indirect light which is I feel gives a more refined look than removing it through roughness alone.
STONE: Almost everything is awesome here. The colors, lights and shadows are really cool. Just some details seens a little strange to me. Some details that are crossing different stones. (See the image)
RUBBLE: Really good!
I can see that being an issue. I've made some attempts to change the flat ends already, but I haven't gotten a good result yet.
I think the problem is more that it has sharp lines creating distinct pieces in the material. It's actually supposed to be all one solid piece. But as you might've seen in the first couple screenshots of it, I'm not having an easy time correcting that.
I have my doubts about this material. It looks good static, like in the screenshot. But I'm having a very difficult time figuring out how to animate it effectively in-engine, because of the Base Color details. It could easily end up needing 8+ texture maps.
I agree. I'm planning to add random holes in the leaves, and leaving open patches is a good idea. I'm not sure if simply using an alpha channel for that would work in a layered landscape material. I'll have to try it.
I'm making these with the intention of selling them on Gumroad, as well as the Unity and UE4 marketplaces. The Gumroad version will have the full .SBS, so it'll be possible to look over the full graphs directly and modify them.
I may even release the current version as-is as "lawn" grass, and work on a secondary version.
Now I do, and the rubble and stone are gone (╯°□°)╯︵ ┻━┻
A flat-shaded render would also be awesome!
Autosave is gone too, because apparently it saves every 10 minutes even if the program is minimized, and I wasn't aware of it until you mentioned it : /
Leave it minimized for one hour, and your history is gone.
Hopefully it won't be too bad though. I hated the stone anyway, and the rubble wasn't too hard to make.
All using the same substance.
My Artstation profile has it available as a Marmoset Viewer scene as well.