Alright. So I was challenged by Tanner over at GameTextures.com to recreate one of their materials using substance. I ended up taking it one step further and recreated it using entirely with SD with absolutely NO bitmaps involved. Meaning zero dependencies, zero resources used. Purely mathematical Also went a bit crazy and started parameterizing stuff.
All of below are parts of the same sbs file:
I planned on adding a paint layer with params for color, chipping, and peeling. Also thought I could add rust and leaking, and a toggle to specify whether it is a wall or floor and rust damage would change accordingly. Substance is a rabbit hole of awesomeness.
Lots of great work in here, love the procedural textures. I've been wanting to share my work in here since the thread started but I only just updated my site. These were all textured 99% in Substance Designer and the Beretta is procedural apart from the normal map etc.
Hi guys. Sculpted a tileable texture in zbrush and run it through substance designer adding more noise to the normals and doing the albedo map etc in it also. Any crits appreciated.
Hi guys. Sculpted a tileable texture in zbrush and run it through substance designer adding more noise to the normals and doing the albedo map etc in it also. Any crits appreciated.
This is a really good looking texture. Are you using displacement mapping? How's it look on a sphere/cube?
@arvinmoses Looks like you're almost getting there with these!
Anyway it's a shooter similar to Tribes or Legions:Overdrive if you've ever heard of those. I can see why it would remind you of Firefall, a few people have said the same thing. I guess they're the only ones who've really done bright, stylized scifi like this on a large scale.
OK so I'm still fairly new to SD and I wanted to see what kind of decorative patterns and shapes I could get out of just using shape nodes, transforms, splats, and tile generators. These 3 are all built in the same network with a switch allowing you to toggle which pattern you want on. Ideally I would have built the gold and the purplish background as separate substances and had the generated masks serve as the multi material mask, but since this was more about exploration and experimentation I didn't bother. I also included a fairly useless screenshot of the network :P
I use two layers of slope blurs. One with large perlin noise and high slope blur intensity for big shapes, and one with a higher frequency noise and smaller blur intensity for smaller chips.
Once it is a bit more finalized I'll post a breakdown if anyone wants it.
Replies
Some current work:
Full thread here : http://www.polycount.com/forum/showthread.php?t=145152
substance work , on texture details ...
was fun to be able to do variation on teh elements very quickly
All of below are parts of the same sbs file:
I planned on adding a paint layer with params for color, chipping, and peeling. Also thought I could add rust and leaking, and a toggle to specify whether it is a wall or floor and rust damage would change accordingly. Substance is a rabbit hole of awesomeness.
EDIT: I've uploaded the substance file, if you'd like to play around with it (requires Substance Designer 4.6.1 or higher): http://o3visuals.com/files/Substances/Metal_Corrugated_Substance.zip - 13kb
In light of trying to replicate gametexture textures - I tried my hand at it a few weeks ago as well. I was working on a scene and needed some panels
[ame]http://www.youtube.com/watch?v=Nyg9RFOVIjk[/ame]
Used it for all the the textures, bakes, masks and whatnot
Thread: http://www.polycount.com/forum/showthread.php?t=143867
Your substances are exceptional, nice one. I know you said you are still a novice but is there any chance you might do a tutorial in future?
Great work everyone!
Anyway
Nice work everybody lets get this started.
Here's some work i did during a 2 hour class i gave
Enjoy
The plan from the start was to learn substance, and i think i did (and love it)
The texture is 99% substance painter, only they eye was created in Photoshop.
its 2 2k maps and a 1024x512 for the sword. hope you like it.
A tutorial would be amazing! Or are you willing to share the substances?
One of the first assets I textured in Substance Painter.
Musketeer aka The Black Swan
Procedural Beretta 96A1
P90 I made at work
This is a really good looking texture. Are you using displacement mapping? How's it look on a sphere/cube?
It is rendered marmoset. It is usig a height map generated in substance as a displacment map.
In case you guy haven't seen I started a site where I'm giving away free sbsars.
Here is the chainmail mat:
http://substance.arvinmoses.com/product/chainmail/
Nice job EArkham!
Mind posting variations?
Thanks for giving out those free Substance mats. Very high quality.
Roughly how long does it take you to do one of your materials?
Thanks.
That chainmail is rocking bro
Cheers,
~Tung
I try to take no longer than a day on one - and I think I average no longer than 4 hours on one. That chainmail for example was about 4.
This though - is kicking my butt. It's been a few days trying to tweak getting the handpainted look.
Once you've done it once it's really fast to do something using the same techniques - it's just that first go around that's hard.
Super cool btw. Can you say what it's for?
Says right there on the image http://archetypestudios.net/ This is a project I've been working on for the past year, modeling and texturing.
Nice start tzd.. I'd say work on your roughness a bit. Too shiny all around imo.
A little closer to that hand painted look inside Substance Designer... Tough figuring this out..
Again all procedural - no actual painting
Anyway it's a shooter similar to Tribes or Legions:Overdrive if you've ever heard of those. I can see why it would remind you of Firefall, a few people have said the same thing. I guess they're the only ones who've really done bright, stylized scifi like this on a large scale.
Sometimes it's starting to feel like 1 step forward 2 steps back. Messed it up today...
x2 tiling:
And another pattern:
I use two layers of slope blurs. One with large perlin noise and high slope blur intensity for big shapes, and one with a higher frequency noise and smaller blur intensity for smaller chips.
Once it is a bit more finalized I'll post a breakdown if anyone wants it.
in .sbsar