So I've posted a few different things on different threads here, and I thought this might be easier.
New Project - Doing a scene from an Feng Zhu School concept:
Quick Update:
I kinda worked backwards here and created some tileable substances first to plug in as I texture. Also found out there's so much you can create with substances. I've even been able to generate a very basic cloth with it.
Substances:
ARKHAM CITY - GUN
UPDATE - REVISION 4 - about ready to call this done.
Replies
The wood is built primarily through a sculpt, not through substance noise. I basically used a base color, then blended it with a curvature map running through a blend node. I then added some random noise to get variation. I'll post when I get some work time again.
As far as the metal, it's pretty simple. I use the same basic nodes for it. I do a metal edge wear, some random noise, and for some of the metals I ran it through a rust weathering node. I'll post some close ups as well when I can.
I'll also try to do some basic videos on my workflow.
Thanks for all the compliments. I was starting to get discouraged with my pursuit of this as a career and the kind remarks have encouraged me. Thanks.
I don't see any difference between the RO dirt and the previous one. Could you put a comparison? Would like to see how RO Dirt nodes helped you.
Thanks!
Still i like your detailing way more. The golden Elements pop very well, the writing fits the whole thing great and the proportion feel a lot mor feasable.
I also attached my wood graph for those interested.
Also one thing that I think could drastically help is making your noise more focused and less evenly distributed.
Please don't call it done yet because it's looking really cool but it could be a bit even cooler:D
I'm having a tough time understanding this. Could you elaborate?
I think I know what you're referring to here, but I'm really having a tough time getting this look. In fact the adjustment to the material took about 15-30 mins. The other 1.5 hours went into trying to adjust the lighting. When I warm the lighting it seems to keep washing out the details because it gets so warm. I'll try again and see what I can get.
Here are some updates:
Also a light comparison - I've been looking at it too long. Can't tell if the other image is too hot.
I really like the actual look of the piece though, very unique. The metal of the gun looks great. You did a great job of creating the concept to reality in my opinion.
Okay... so I decided I'd take some color samples on the original to see what was going on with the lighting...
The top lights look like they actually have a bluish tint. It's the bottom light that may be giving off some slight warm tint. Oddly the image leans more toward blue than brown.
I'm to the point now where I feel I'm splitting hairs and I'm just bouncing back and forth. It's almost like I make some adjustments and realize another part doesn't look as good as before.
I think I need to call this done - but I'd love to hear some last minute things I could do if there's anything more.
Good job!
Thanks everyone for helping get this where it needs to be
Eyes are getting tired and could use some objective input.
Quick Updates
With Brick:
I kinda worked backwards here and created some tileable substances first to plug in as I texture. Also found out there's so much you can create with substances. I've even been able to generate a very basic cloth with it.
Substances:
Good luck on creating wood. Let me know if you need help.
Quick Update:
Sorry man. I thought I responded to this one somewhere but may not have. I'll try to do an overview and also give out the substance for study and tweaking.
@dzibarik Thanks man. I'll post a link to that substance as well if you wanna study it.
Quick update on a character I'm reworking:
Update.
C&C appreciated.
Another
Interesting shape, nice material definition, good work :thumbup:
I might revisit him later to pose and give some weapons, but I'm calling him done for now.
Gonna finish up an environment -
Here are current textures I'm working on via Substance Designer. Still planning to release these - just been busy.
It's all using a single 27kb substance. So efficient in memory space!
Continuing this scene.
I know the stairs right now are for a giant.