NOTE: If you downloaded the previous files from my thread please delete those and add these to the correct directory thanks these now use the substance folders.
Updated where the files go in. now all files go in into the basic substance directory unzip contents into Substance Designer\resources\packages and all should work well.
and files are named RO_etc also for ease of finding in substance
-RO AO
-RO Cavity
-RO Overlay Grayscale
The download comes with the previous Cavity, and Overlay but now I added an AO node.
This AO node was made specifically for tileable texture use I do not expect this to be used on unique baked models. I looks close to a x-normal ao bake on flat AOs on a settings which I use for my flat AO bakes.
this node comes with many properties to change the look. In general the prebaked in properties should be good for most tileable AO maps and you can tweak the properties to get a better look by individually tweaking stuff in or out.
Note: it is easy to messup the AO map with the properties so be careful. Also the height map that gets inputted makes a difference. at times the height maps might have too much darkened areas It might be suggested to tweak the dark spots into a dark gray before inputting in.
I decided to remake the curvature map inside substance designer. The substance designer curvature node map filter comes with a noise issue that was just not great for composting on top of base colors. Especially on clean meshes like the robot low poly I was having aliasing issues on the gradients of the normals where it would create micro facets so I made this node to clean that up.
This cavity node has three outputs
Cavity = everything blended together Peaks = the top usually white point of the cavity valleys= the dark points of the cavity
It comes with several slider groups
Noise Reduction
blur out the noise or bringing it in. sometimes you want a bit of noise in your cavity but now you can choose for a clean or noisy feel. Also comes with opacity slider for further tweaking.
Peaks
position and contrast together work like a ramp to thin out the line or deepen it.
It has an opacity slider also.
Valleys
position and contrast together work like a ramp to thin out the line or deepen it.
It has an opacity slider also.
Normal influence opacity
This is not really part of a true cavity but you can decide to use it. it is basically the blue channel of the normal multiplied onto of everything to give it more form.
Another tool added into the download is
Overlay Grayscale
Substance designer already has a overlay but it uses rgb. I made this version out of the substance designer one and optimized it without breaking the actual function of it, it is slightly cheaper and the end all it does is keep my graphs clean with less rgb to grayscale conversions etc. The function is the same just used for grayscale images. So since the cavity graph uses it needs to be included.
Had some time in between work and Christmas break to get some more done on her. Skin textures are just colour maps at the moment, no normal or spec. When I get back I will push all that nice detail out in the sculpt and get to work covering her in paint, dirt and blood ;D.
The gear is a straight bake and combine for the normals and the occlusion, not enough time to start into that before I jump on a plane for Christmas. The hair is flat mesh with no maps, havenยt had time to figure out how Iยm going to do the hair yet.
This was inspired by some of my favorite sci-fi movies from the 70s,80s and 90s.
I created it for this years Gnomon Master Classes, where I went over the process of creating believable environments efficiently. I really enjoyed making it and hope to do another piece in a similar style now that I feel I have really got my head around it.
That carpaint material setup Earthquake posted for Toolbag2 is really nice, i tested it on a Kill La Kill Scissor Sword high poly wip, and I really like the result so far.
Just wanted to thank everyone for all the support I've been getting, thought I surprise you guys with another Pokemon Sculpt before the end of the year, here's my version of Mewtwo! XD!! Merry Christmas everyone!! have a safe and wonderful holidayy!! https://www.facebook.com/sammustudios
Did some quick fan art of a barrel from TF2, today. Plan to do a few more props and set up a little scene in Source, but for now it's just flat view in Max
shitty framerate from the recorder.. maybe it was set to 15fps or the full screen morning musume video on the other screen took up too much gpu power..
unity is trolling me with the hair joints on the stop animations, where the hair is kinda rising up for some reason before snapping into the idle pose..
thinking of adding an equip animation and have her running around with the daggers, maybe do some combo attacks also with mouse 1 and 2
Happy Holidays my fellow artists!!!
a quick little Xmas Xpost from me http://www.polycount.com/forum/showthread.php?t=125292&page=2
This is actually the first time I have ever sculpted an entire face o.O SO it probably looks like total dogshizzle :poly142:
Replies
Reminds me of this guy from Dark Souls
HAVE A MERRY XMAS AND KEEP CALM IN 2014!
A Holiday Shot for my game OreZom Trails.
messing with TB2.
Here's video https://vimeo.com/82355534
based on concept by Titus Lunter
original lighting
alternate lighting
Merry Christmas fellow artists ^^
posted these from this thread link
NOTE: If you downloaded the previous files from my thread please delete those and add these to the correct directory thanks these now use the substance folders.
Download
Substance Tools
Updated where the files go in. now all files go in into the basic substance directory unzip contents into Substance Designer\resources\packages and all should work well.
and files are named RO_etc also for ease of finding in substance
-RO AO
-RO Cavity
-RO Overlay Grayscale
The download comes with the previous Cavity, and Overlay but now I added an AO node.
This AO node was made specifically for tileable texture use I do not expect this to be used on unique baked models. I looks close to a x-normal ao bake on flat AOs on a settings which I use for my flat AO bakes.
this node comes with many properties to change the look. In general the prebaked in properties should be good for most tileable AO maps and you can tweak the properties to get a better look by individually tweaking stuff in or out.
Note: it is easy to messup the AO map with the properties so be careful. Also the height map that gets inputted makes a difference. at times the height maps might have too much darkened areas It might be suggested to tweak the dark spots into a dark gray before inputting in.
I decided to remake the curvature map inside substance designer. The substance designer curvature node map filter comes with a noise issue that was just not great for composting on top of base colors. Especially on clean meshes like the robot low poly I was having aliasing issues on the gradients of the normals where it would create micro facets so I made this node to clean that up.
This cavity node has three outputs
Cavity = everything blended together
Peaks = the top usually white point of the cavity
valleys= the dark points of the cavity
It comes with several slider groups
Noise Reduction
blur out the noise or bringing it in. sometimes you want a bit of noise in your cavity but now you can choose for a clean or noisy feel. Also comes with opacity slider for further tweaking.
Peaks
position and contrast together work like a ramp to thin out the line or deepen it.
It has an opacity slider also.
Valleys
position and contrast together work like a ramp to thin out the line or deepen it.
It has an opacity slider also.
Normal influence opacity
This is not really part of a true cavity but you can decide to use it. it is basically the blue channel of the normal multiplied onto of everything to give it more form.
Another tool added into the download is
Overlay Grayscale
Substance designer already has a overlay but it uses rgb. I made this version out of the substance designer one and optimized it without breaking the actual function of it, it is slightly cheaper and the end all it does is keep my graphs clean with less rgb to grayscale conversions etc. The function is the same just used for grayscale images. So since the cavity graph uses it needs to be included.
Amazing!!!!!!...
____________________
something new i started..
Uploaded with ImageShack.us
Update
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[URL="http://www.polycount.com/forum/showthread.php?
p=1974257#post1974257"]Thread[/URL]
Had some time in between work and Christmas break to get some more done on her. Skin textures are just colour maps at the moment, no normal or spec. When I get back I will push all that nice detail out in the sculpt and get to work covering her in paint, dirt and blood ;D.
The gear is a straight bake and combine for the normals and the occlusion, not enough time to start into that before I jump on a plane for Christmas. The hair is flat mesh with no maps, havenยt had time to figure out how Iยm going to do the hair yet.
Happy holidays!
Also Marmosetยs Toolbag 2 is faaaaantastic.
parents christmas present this year. maybe too warm and fuzzy for polycount
some hands fun, plus, ND shader for zbrush is awesome...
Crosspost with my sketchbook thread...
This is a cross post from my thread: http://www.polycount.com/forum/showthread.php?t=129363
This was inspired by some of my favorite sci-fi movies from the 70s,80s and 90s.
I created it for this years Gnomon Master Classes, where I went over the process of creating believable environments efficiently. I really enjoyed making it and hope to do another piece in a similar style now that I feel I have really got my head around it.
Its pre-rendered in maya with vray
portfolio
owsom :poly142:
Hey moof ! That can't be from CoC can it ?
Also Merry Xmas everyone!
Cheers!
figurestudy i did, going to do more of these now that i have some time
Happy Cryisthmas People !
A General shot:
Up and up
I guess that will be my last take on river shader and base materials. Now I'll have to decorate them with rocks or something
Dat Cryengine render
Mountain Close-ups
lion head door knocker thingmajig
happy holidays!
That's awesome.
https://www.facebook.com/sammustudios
Nicely modeled.
Dropping in with a quick wip of my newest Dota courier's death.
And to wish all you polycounters a very safe and Merry Christmas, Happy Holiday and a great new year!!
Original concept by Grenier Johan link:http://cghub.com/images/view/186456/
Texture flat:
shitty framerate from the recorder.. maybe it was set to 15fps or the full screen morning musume video on the other screen took up too much gpu power..
unity is trolling me with the hair joints on the stop animations, where the hair is kinda rising up for some reason before snapping into the idle pose..
thinking of adding an equip animation and have her running around with the daggers, maybe do some combo attacks also with mouse 1 and 2
Final image from my Thread come and insult
a quick little Xmas Xpost from me http://www.polycount.com/forum/showthread.php?t=125292&page=2
This is actually the first time I have ever sculpted an entire face o.O SO it probably looks like total dogshizzle :poly142: