Trying to re-learn some substance designer!. Working on a White Tile floor. Planning to add some sliders for Broken/Fallen Tiles, and also some grunge/splatter/mold sliders. Really WIP!
Calling this material done!. Learned quite a lot. Still far from happy with the result, but guess It's time to move and start something new or I will get stuck with this one forever. Any critics are more than welcome!
Attempted to recreate storm drain covers originally done by Hugo Beyer for the Order 1886. Set up to a multiswitch to change in real time. https://www.artstation.com/artwork/XzYDY Rendered in IRay
Super inspiring work everyone--Fredo I love those hexagonal tiles
I needed some cracked asphalt decals for an environment project, and the cells generators weren't cutting it, so I did some messing around with edge detect etc. Not completely happy with it but I got a better result than I expected.
A little Wood material i wanted to use for colored surface with some chips in the surface. basically everything can be changed. From Detail, Color, Brightness degree of paintcoating. Started out with only a picture of wood that i liked (looked for kind of japanese wood with nice rings in it), delighted it, created a heightmap from it (B2M) and then worked albedo and height to get here. The usage would be to have fill layer and throw layer with damage masks on top.
Here's an Eggo waffle I was screwing around with for a while. I have no idea what you would ever want an Eggo waffle material for but it was fun to make since I don't see much food love in SD. If i get the time I would love to add some syrup to it.
I've been working on Ratchet and Clank tiling materials, to mix up the realistic materials I have. Critique is welcome. I picked this image off my Facebook page. Better quality will be posted when I get home from work today.
This isn't exactly a substance, but may be useful for people who, like me, make lots of tiles. Basically it separates the actual tile from the masks. This way you don't have to duplicate a tile generator multiple times. I plan on doing another with the Tile Random Generator soon.
Hey all, first time posting on Polycount... I know... Let's just say I was living in cave or something.
I bought the Allegorithmic pack a little before the end of last year and started digging around in it. So far, these are the materials I finished and feel are somewhat good. I did a lot of in-between tests that never actually turned out cool. Lots of happy little accidents though.
Currently working on a dry ground / wet mud setup but I'm fighting a little bit with a controller I built in that. Some screens below.
@dropyhop that's impressive, good work there what I'm not a huge fan of is the middle shot, you have some lovely colorful shields, food and other props in there and you can barely see them, the composition is not too favorable, they're too scattered all around. the planks on the floor with those large gaps and going off in different directions creates a lot of contrast and draws the eye into it, away from the rest of the scene.
Replies
https://www.artstation.com/artwork/dr1JJ
Testing my new smart materials pack and smart mask on a floor of David Lesperance available on gumroad
The last screenshot is taken from Unreal Engine
More in my ArtstationMy gumroad profile
Calling this material done!. Learned quite a lot. Still far from happy with the result, but guess It's time to move and start something new or I will get stuck with this one forever. Any critics are more than welcome!
model
Grab it for free at https://gum.co/LNqChP
Cheers!
More Details at https://www.artstation.com/artwork/RXlyr
Rendered in IRay
More images:
https://www.artstation.com/artwork/aBrA8
Thank you and have a Happy Christmas!
My first substance designer material that I'm proud of! Starting to get a grasp on it.
Thread | Artstation
I needed some cracked asphalt decals for an environment project, and the cells generators weren't cutting it, so I did some messing around with edge detect etc. Not completely happy with it but I got a better result than I expected.
More Images
https://www.artstation.com/artwork/AaRGV
Started out with only a picture of wood that i liked (looked for kind of japanese wood with nice rings in it), delighted it, created a heightmap from it (B2M) and then worked albedo and height to get here.
The usage would be to have fill layer and throw layer with damage masks on top.
https://www.artstation.com/artwork/olWkJ
https://www.artstation.com/artwork/QBNq3
www.polygonpilgrimage.com
The new multi angle to normal node works awesome.
Checkout my thread for more detail http://polycount.com/discussion/167507/alexs-texture-scans
Download link here
Here is some part of a new scene I'm working on, more here :
http://polycount.com/discussion/185468/the-hero-tomb#latest
Walter P99
Walter P99 Model with different skins in Substance Painter
More Images & details
https://www.artstation.com/artwork/PkG9n
Artstation Profile
https://www.artstation.com/artist/fredo
Hope you guys like it!
I bought the Allegorithmic pack a little before the end of last year and started digging around in it. So far, these are the materials I finished and feel are somewhat good. I did a lot of in-between tests that never actually turned out cool. Lots of happy little accidents though.
Currently working on a dry ground / wet mud setup but I'm fighting a little bit with a controller I built in that. Some screens below.
Controller set to 0.0
Controller set to 0.25
Controller set to 0.5
Controller set to 0.75
Controller set to 1.0
https://www.artstation.com/artwork/L9Gx5
Hope you like it!
Final year student here, would love to hear some feedbacks on these substances from you all awesome guys
Thanks!
Artstation: https://www.artstation.com/artist/ashaythube
Final year student here would love to hear some feedbacks on these substances from you all awesome guys
Thanks!
Artstation: https://www.artstation.com/artist/ashaythube
Best quality in my arstation: https://www.artstation.com/artist/lchristopherhenrick
follow me \o/