finishing the first asset for my next gnomon video tuttorial
"" demystifying substance designer , an artistic approach ""
taking iray integration in substance designer for a spin at the occasion
Gah! I've looked over this thread and have been posting in other spots on the forums, but here are a few substance thigns I've done. Let me know what ya'll think :poly136:
Some more shots and marmoset viewers are up on my ArtStation
This models by Oscar Perez Ayala, just textured it today to try out iray !
Hey all, such amazing work on here! It's really exciting to see people pushing the boundaries with this software. Here's something I just finished - personal/fan model of the star wars probe droid, textured in substance painter.
I've been lurking here without a post for years. So here goes, I work as a UI Artist professionally - just tried my hand at Substance Designer for the first time for use on a personal project. I realise it has it's problems, but I'd love to hear it from people of experience any feedback or constructive criticism.
Some really nice things here A zombie/mutant skin substance (full procedural) I did for our October Monthly Drop at Allegorithmic. You can modify the skin peeling, damages, pustules amount, veins and some other things :
Don't seen that disgusting Skin before, Nice job ! Love the material on your gun as well Bek, will take a look at your sbs .
Here is a quick test I have made this evening to speed up my cliff Workflow. Find a lot of little tricks by trying to reproduce the ZBrush workflow of the subtools with specific rocks and tile generators. I will reuse that idea on a polished version, what did you guys think about it ?
not Pure substance, its a combo between substance and zbrush the way i work is just make one pattern feature ( for example flower ) each then let substance repeat it
and generic zbrush heightmap as usual , textured in Substance instead of Photoshop .
Hey guys finished this Radio up the other day. Textured the whole thing in Substance Painter. If you guys are interested in more images/marmoset viewer I have some on my art station https://www.artstation.com/artwork/2LPga
A character
I have done for a DLC: Assassin's Creed Syndicate, Jack The Ripperfrom Ubisoft. All
textures in this scene are Substances except a base Diffuse color for the face
of Jack. The others outputs
(Specular/Glossiness/Skin Maps) for the face are calibrated from this Diffuse
map in Substance Designer. For the
face rendering, I followed the Marmoset video tutorial. Render in
Marmoset Toolbag.
Looking for some feedback on a rock substance. Currently I do not own Marmoset so my renders are restricted to Iray and openGL within substance.
EDIT: Also I'm looking for tips to better present my textures for critique! Any help in that regard would be welcome. (looking forward to getting marmoset)
Finished a Sci Fi Access Panel, inspired by Alien: Isolation and the Alien film.
Modeled in Maya, textured in Substance Painter, rendered
in Marmoset Toolbag 2. More on my ArtStation
Personal project of Monster Hunter fanart, I had a lot of fun doing this, in the past my personal Substance projects have been for GDC presentations and I've always felt rushed toward the end of the process, so it was nice to just relax and play with nodes The native bakers inside Substance impressed me greatly, they're fast, accurate, and easy to setup. I did learn something very valuable, don't run out of virtual memory or HD space while working on complex substance graphs? It wouldn't save properly, corrupt the file, and become unusable. Free'ing up HD space so there actually was some fixed the problem, but would be nice to get a warning inside of SD that things are about to go south. I generally save multiple copies of one file so it was okay, but I'll be damned if I hadn't everything would have gotten hosed. Anyways, been a while since I contributed to this awesome growing community of Substance artists, love all the work you guys are doing here, can't wait to see what you guys come up with this year Oh BTW, anyone know if there is a way to link Marmoset viewer files in here? Thought they'd have that for sure...
Hey designers, I released a new let's make for a recent lunch crunch Substance I made. Hope it helps in someway. @bugo, your new series is badass, I've wanted to get into FX nodes but now I am for sure going to dig into them.
Been playing with the bones of a leaf generator. The leaf shapes are generated by a gradient and the primary leaf veins will follow that shape too. I can control amount of veins on primary and secondary tiers, widths, lengths, randomizations of those, vein distribution etc... I haven't done much warping to get it looking more natural yet I'm just having fun with fx maps for the time being.
Replies
"" demystifying substance designer , an artistic approach ""
taking iray integration in substance designer for a spin at the occasion
Some more shots and marmoset viewers are up on my ArtStation
This models by Oscar Perez Ayala, just textured it today to try out iray !
high res stills over at: https://www.artstation.com/artwork/arakyd-viper-probe-droid
[SKETCHFAB]19841cc3dc7140beb9ca3bc47abf00ce[/SKETCHFAB]
Soon I will try to do more different tiles.
Update +paited wood planks tile
My Substance Designer Contest entry for the Fantasy category should be up in Substance Share pretty soon, here is some iray goodness!
There is an emissive map in there as well, it makes the marble vein glow.
The material is loosely inspired by Skyrim's Dwarven architecture.
A zombie/mutant skin substance (full procedural) I did for our October Monthly Drop at Allegorithmic. You can modify the skin peeling, damages, pustules amount, veins and some other things :
Happy halloween (and bon appétit)!
Substance Painter. Also put the bakelite smart material up on substance share here.
Here is a quick test I have made this evening to speed up my cliff Workflow. Find a lot of little tricks by trying to reproduce the ZBrush workflow of the subtools with specific rocks and tile generators. I will reuse that idea on a polished version, what did you guys think about it ?
The thread is here.
My first try in Substance Designer.
(Crosspost from http://polycount.com/discussion/153636/brunos-substance-designer-stuff#latest)
the way i work is just make one pattern feature ( for example flower ) each then let substance repeat it
and generic zbrush heightmap as usual , textured in Substance instead of Photoshop .
These are some of variations possible
Hello,
A character I have done for a DLC: Assassin's Creed Syndicate, Jack The Ripper from Ubisoft.
All textures in this scene are Substances except a base Diffuse color for the face of Jack.
The others outputs (Specular/Glossiness/Skin Maps) for the face are calibrated from this Diffuse map in Substance Designer.
For the face rendering, I followed the Marmoset video tutorial.
Render in Marmoset Toolbag.
Cheers.
More stuff here
Substance Painter.
Looking for some feedback on a rock substance. Currently I do not own Marmoset so my renders are restricted to Iray and openGL within substance.
EDIT: Also I'm looking for tips to better present my textures for critique! Any help in that regard would be welcome. (looking forward to getting marmoset)
https://youtu.be/_jj4qJro7BA
I'm working on a library of patterns that I'm planning an eventual release for
@bugo, your new series is badass, I've wanted to get into FX nodes but now I am for sure going to dig into them.
Artstation
https://www.youtube.com/watch?v=fwsseiQzXgI
I wanted to diverge from realism for a bit
Edit, kept working
This is a brick wall texture I made to learn using Substance Designer
The color on your bricks is very nice! They look very dusty.
I've been putting a couple hours a day into a sewer scene using this setup.
Looks very cool!
Been gone for a long time, but slowly coming back.
I was craving some Substance Designer, so I whipped up a dirt-ish heightmap
Shameless X-post from WAYWO
Been playing with the bones of a leaf generator. The leaf shapes are generated by a gradient and the primary leaf veins will follow that shape too. I can control amount of veins on primary and secondary tiers, widths, lengths, randomizations of those, vein distribution etc... I haven't done much warping to get it looking more natural yet I'm just having fun with fx maps for the time being.
Trying to generate my leaf veins in a different way now.
My last work in progress, still trying to figure out the main shapes :
yes except the wood, but my materials are not really smart. I do a lot of hand painting