Completed an environment of a Nostromo Corridor, fan art based off of both the Alien film and Alien
Isolation. Environment is comprised of modular assets and tiling
textures. Modeled in Maya, textured in Substance Painter and Photoshop,
rendered in Marmoset Toolbag 2.
, just want to have overdue art dump here before it overlap with my other project I want to reveal in polycount. I worked on this last year 2015, but better late than never right?
Fabric Engine is awesome , just check out their website for more info
so this Monster Sculpted in Zbrush, rendered in Marmoset toolbag2 , and 80-90% of Color Diffuse are Procedural from Substance Designer, as I will explain it on the description and image below
one of the most challenging part is to make it work in animation, all deformation including mouth open and close ( went through couple of iteration after several test ) ---------------------------------------------------------------------------------- I wish I have more time to do nice presentation, like pose and put some nice background, but my time is quite packed at the moment.
but thats all for now hope you have good time
*last post was wrong didnt know that I need approval to post in 3d C&C -__-
Wrapped up a smaller project, made a KA-Bar military knife. Modeled in Maya, textured in Substance Painter and Photoshop,
rendered in Marmoset Toolbag 2.
Vincent_derozier: Very nice substance! How did you get that random affect of distribution without overlapping forms? I've been trying to nail this for a while with bricks and more blockier shapes like you posted. Any hints would be greatly appreciated
Hey you polys, here is some recent work I did for an art test. Finally got the go ahead to show off the work so I decided to put some real work into renders.
I've updated a bunch of my substances on Substance Share with more functionality and optimization, and also made a few new tools and toys. Check it out:
Long time no post. I've been away from forums but I thought I should share this here as well. It's a node/workflow I created using substance to replace the high poly stage for hard-surface models.
NINETITLE,
Hi) Looks cool)) I think if you add a highlight on the each tile edge and a little to the crack's edges, it'll add some depth to your texture. And it seems a bit too much cloudy, try to decrease this effect
Snagged a photo in the countryside near Amsterdam on an overcast day and ran it through Bitmap2Material. One of the reasons why I'd want to invest in a proper camera (used my phone for this one).
Had a go at the cobble stone fan pattern: model a bunch of WIP/progression shots aswell as a screenshot of the Graph in it's current state: http://imgur.com/a/I28V4 Breakdown:
Hey everyone ... me again! Here is my next texture, created in Substance Designer and rendered in Marmoset 3! Better quality : https://www.artstation.com/artwork/OOJGe
Replies
Creating Ornate Patterns Using Substance Designer - Free Tutorial
https://gumroad.com/l/nsgRCheck out more images on my Artstation Here!
http://rogelio-olguin.squarespace.com
little bit cross post
, just want to have overdue art dump here before it overlap with my other project I want to reveal in polycount. I worked on this last year 2015, but better late than never right?
it is part of their Fabric Engine Kraken creature. you can check it on the demo video from their official website . here :
http://fabricengine.com/whats-new-in-fabric-engine-2-1/
Fabric Engine is awesome , just check out their website for more info
so this Monster Sculpted in Zbrush,
rendered in Marmoset toolbag2 , and
80-90% of Color Diffuse are Procedural from Substance Designer,
as I will explain it on the description and image below
Zbrush Masking and Thickness map
greyscale ( marmoset shot without diffuse )
A small rotation if you are interested to see
https://www.youtube.com/watch?v=c_ditJPtZwY
one of the most challenging part is to make it work in animation, all deformation including mouth open and close
( went through couple of iteration after several test )
----------------------------------------------------------------------------------
I wish I have more time to do nice presentation, like pose and put some nice background, but my time is quite packed at the moment.
but thats all for now hope you have good time
*last post was wrong didnt know that I need approval to post in 3d C&C -__-
http://www.artstation.com/artwork/lz5Lo
More images on my Artstation Here
Artstation links
Barn Wood
Wall Tiles
Rusty Metal
https://share.allegorithmic.com/libraries?by_user_id=18
I've been away from forums but I thought I should share this here as well.
It's a node/workflow I created using substance to replace the high poly stage for hard-surface models.
https://www.youtube.com/watch?v=2V3IRKya-AQ
There's a link on the description of the video to download the node, in case you'd be interested to try it out.
Cheers!
Here my wip:
here is the reference from @Pennywise :
picked here ( I hope he doesn't mind)
http://polycount.com/discussion/125076/hand-painted-texture-practice/p1
Critique and suggestions welcome
Tell me what you think about it .
Rendered in V-Ray using the node for Substance Designer here:
http://polycount.com/discussion/155524/pbr-basecolor-metallic-to-vray-3-2-corona-redshift-arnold-converter
Some dry sand in Substance Designer:
model
a bunch of WIP/progression shots aswell as a screenshot of the Graph in it's current state:
http://imgur.com/a/I28V4
Breakdown:
Still very WIP and has a bunch of issues, but I'll get to it
https://www.artstation.com/artwork/6Ox9r
http://https//www.artstation.com/artwork/Oxd2y
Alien amphibian-like creature
https://www.artstation.com/artwork/4kA4q
Here is my latest work, painted in Substance Painter and rendered in Marmoset 3 !
Better quality : https://www.artstation.com/artwork/8OmRO
Here is my next texture, created in Substance Designer and rendered in Marmoset 3!
Better quality : https://www.artstation.com/artwork/OOJGe
Hello ... darkness my old friend
Here is my next texture, created in Substance Designer and rendered in Marmoset 3!
Better quality : https://www.artstation.com/artwork/OOJGe