@xChris - Hey thanks a lot! Really happy to hear you are enjoying them I will be regarding "Part 3" this weekend. Sorry for the delay on that, recently moved to a different state and it put a dent in being able to update.
This is insane Josh! I've loved looking through this thread as every material you've created has been just gorgeous! Hope to see some more stuff from you!
@xChris - Hey thanks a lot! Really happy to hear you are enjoying them I will be regarding "Part 3" this weekend. Sorry for the delay on that, recently moved to a different state and it put a dent in being able to update.
Killer work as always. The only thing that looks a little off is the ribbing that's showing through as it seems consistent from one tile to the one above. 5th column 6th and 7th row is where it is most noticeable. Are they supposed to be ribbed like that?
@ArtbyV - Thanks for the feedback there! Do you still notice it in these most recent renders?
No. That took care of it. Inspiring work as always. I saw the feature you are doing on 80.lv. Cool idea. I'm really looking forward to see what those guys put together and I am more than a tad bit jealous.
@ArtbyV - Thanks for the feedback there! Do you still notice it in these most recent renders?
No. That took care of it. Inspiring work as always. I saw the feature you are doing on 80.lv. Cool idea. I'm really looking forward to see what those guys put together and I am more than a tad bit jealous.
Hey cool glad to hear you dont see that anymore! Very kin of 80.lv to write that up and help spread the word. I will be doing more of those in the future so be on the look out for announcements!
Great work as usual dude, one thing I would say is the moss and algae look to be either one or two colours, the dark green or more yellow green. There are also quite a lot similar sized circular spots which seem quite uniform. It be good to get those to be slightly different in shape size and tone.
I wonder if blending with more context would be more appropriate, maybe using a combination of the mesh map inspired filters with AO and Cavity could get more a natural build up in combination with your spots over everything.
This is really super specific crit so feel free to ignore it, just my thoughts. Overall though this is looking great and you have nailed the shapes of the roof tiles for certain.
@Benkeeling - Thanks a lot of your feedback and comments here, really do appreciate it! You make some great points here and you aren't the only one to bring up them up. The key REFERENCE I am using had a lot of cool details I wanted to try to capture. It may be one of those things where it looks cool in the reference but its not a pleasing composition for the texture. What did appeal to me about the ref was the detail variety and how there was moss/algae that was forming in the crevices of the tiles. But I also see your point about the sizes feeling uniform. Either way it can be a fun challenge to try to get something going like the reference you provided
@Benkeeling - Thanks a lot of your feedback and comments here, really do appreciate it! You make some great points here and you aren't the only one to bring up them up. The key REFERENCE I am using had a lot of cool details I wanted to try to capture. It may be one of those things where it looks cool in the reference but its not a pleasing composition for the texture. What did appeal to me about the ref was the detail variety and how there was moss/algae that was forming in the crevices of the tiles. But I also see your point about the sizes feeling uniform. Either way it can be a fun challenge to try to get something going like the reference you provided
Yeah its all about making it tile properly as well that's the thing cause you don't want to make details that are too unique and then it tile horrendously. I glad you found the critique useful, you have been churning out some really great stuff recently so those were extra anal points!
Yeah you could always go for a variant which blends in the algae more in the cracks and crevices, totally something you could vertex blend too depending on your use case as well.
@Benkeeling - Thanks for your critique on this, really helped!
Inspired by Anthony Vaccaro, I put together an animated gif showing the albedo authoring process. I also added some new renders. Thanks to everyone for their continued feedback and support, really pushed me!
Plentiful renders behind the "spoiler" wall below.
Hey Josh, a noob question. How did you create the beautiful paint-stroke pattern in frame 1 of that GIF? I can guess you started with a tiling node and achieved the color variation with a gradient map node, but the shapes themselves look really hand-made!
Thanks Josh! But in the first frame of the Gif you already have turned this into a painted-looking tile-pattern - in fact, that's the step I don't understand. Could you tell us how you got there?
Thanks Josh! But in the first frame of the Gif you already have turned this into a painted-looking tile-pattern - in fact, that's the step I don't understand. Could you tell us how you got there?
If you use something like a tile sampler, you can create masks from that, than feed that in to your blend node, so that like the example above, only the specified masks will pick up the corresponding color.
@Nicorepe - It can be outside of the US, no problem on that. Only issue I can see there is time difference. Go Message me directly on here and we can discuss further :-)
Thanks Josh! But in the first frame of the Gif you already have turned this into a painted-looking tile-pattern - in fact, that's the step I don't understand. Could you tell us how you got there?
If you use something like a tile sampler, you can create masks from that, than feed that in to your blend node, so that like the example above, only the specified masks will pick up the corresponding color.
Hmm I think I get the principle, but there's probably more to it to making it look that good... So I'm still interested in that screen cap Josh ;-)
Started doing some sand / terrain studies. First up is white wind blown sand. Trying to keep it subtle yet believable here. Comments are definitely welcome
MAGNIFICO!!! Dude, this is some seriously inspiring work. That sad may be one of the best raw substance materials I have ever seen- simply stunning! I would love to see some seashells here and there but otherwise this is looking flawless! Would love to see this used in some kind of environment scene!
I'm so glad to see a rock material that looks real! I think you nailed the large forms the granite formations that I see in the Western Sierras. The top one looks more accurate. The roughness on the top suggests glacial wear, although it is s little too glossy, but it is almost there. I can see you add some variation in that. That's not too hard to change. You can add some areas that are smoother from erosion.
This is looking really good josh. Maybe see if you cant pop some of the color or contrast a bit. See about adding a bit of saturation splash here and there similar to this with the pockets of blue or whatever color you decide:
Also this is a personal preference but I always like the kind of grazed lightening that happens on the farthest jutting out rocky parts. Basically where the rock is most exposed the color is a bit lighter:
Its looking really good so far! Shapes are on point.
@abcdethan - Thanks a lot for the kind words I am glad you are liking the rock wall!
@Nicorepe - I did a full roughness pass. Let me know what ya think.
@cmc444 - Thanks a lot for your comment and feedback there. I kept it in mind when doing the albedo pass. Popping the worn edges a bit and adding splashes of color. Thoughts?
I did another pass on the rock wall. A lot of shape balancing and flow adjustments were made to the silhouette of the material as well as surface detail balancing. I also did a full roughness and albedo pass.
Replies
Also it is "Summer Sale" time! All tutorials on my Gumroad are on sale for 25% off now through July 5th! Code is "summersale".
https://gum.co/GGQsg
YouTube Overview Video - https://youtu.be/fZu0ZI98vfs
My video tutorial Herringbone Bricks: Part 3 "Material Definition" is out now! https://gum.co/DUczc
The reference I am using is HERE.
@gfelton - Thanks for the kind words!
For this pass I focused a lot on surface detail, overall read for the albedo, and first pass on roughness.
Hey cool glad to hear you dont see that anymore! Very kin of 80.lv to write that up and help spread the word. I will be doing more of those in the future so be on the look out for announcements!
Great work as usual dude, one thing I would say is the moss and algae look to be either one or two colours, the dark green or more yellow green. There are also quite a lot similar sized circular spots which seem quite uniform. It be good to get those to be slightly different in shape size and tone.
I wonder if blending with more context would be more appropriate, maybe using a combination of the mesh map inspired filters with AO and Cavity could get more a natural build up in combination with your spots over everything.
This is really super specific crit so feel free to ignore it, just my thoughts. Overall though this is looking great and you have nailed the shapes of the roof tiles for certain.
Cheers
Ben
Yeah you could always go for a variant which blends in the algae more in the cracks and crevices, totally something you could vertex blend too depending on your use case as well.
Looking forward to seeing more dude
Inspired by Anthony Vaccaro, I put together an animated gif showing the albedo authoring process. I also added some new renders. Thanks to everyone for their continued feedback and support, really pushed me!
Plentiful renders behind the "spoiler" wall below.
So I'm still interested in that screen cap Josh ;-)
@Mathew O - If Compliments bought Chipotle then I might consider haha. Thanks a lot! :-)
Heads up everyone I am changing the platform for the October Mentorship to be on Gumroad. Registration opens today at 12PM PST.
gumroad.com/artofjoshlynch
If there is somebody who knows proceduralness thats this guy
@gfelton - You are too kind, thanks a lot!
@Nicorepe - Thanks!
1st pass on disrupted sand study WIP. Still trying to get it to feel natural and less mathy. Also needs little bits for grounding.
this stuff is AMAZING!
@Nicorepe - Thanks a lot!
@RogelioD - Damn man that means a lot I really appreciate it! :-)
@3DKyle - Hey thanks a lot Kyle thats kind man!
@gfelton - Wow thanks a lot!
Final pass, I think anyway. Added some debris, worked on stone size and colors, added bird feet!
Click for high res.
Top render has basic albedo and roughness treatment. Bottom render is more of a clay render showing height and normal.
See about adding a bit of saturation splash here and there similar to this with the pockets of blue or whatever color you decide:
Also this is a personal preference but I always like the kind of grazed lightening that happens on the farthest jutting out rocky parts. Basically where the rock is most exposed the color is a bit lighter:
Its looking really good so far! Shapes are on point.
@Nicorepe - I did a full roughness pass. Let me know what ya think.
@cmc444 - Thanks a lot for your comment and feedback there. I kept it in mind when doing the albedo pass. Popping the worn edges a bit and adding splashes of color. Thoughts?
I did another pass on the rock wall. A lot of shape balancing and flow adjustments were made to the silhouette of the material as well as surface detail balancing. I also did a full roughness and albedo pass.