@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.
@Bruno Afonseca Thank you, this is the first time I got a different feedback other than the color tweaks. I will be sure to work on it.
@Gustav, man, thats amazing shit, how much time does it usually take you to complete a material like that?
Needed an eye for a character I was making, and kinda got lost in this thing. Love all the new features in 6, and I forget to post here to share how I did things. I wanted to create a fully procedural eye, and for the most part everything is, but the veins on the outside of the eye are random sampled height maps, I was able to achieve a similar look but it came at a cost, as, things started to slow down at 2048X2048, I wasn't sure it was worth it at that point. My machine is however quite old, do you guys have any optimization guidelines? None of the nodes in the graph were yellow or red, but many green nodes started to add up. I also chose to create color profiles instead of exposing many color pickers, since the Iris color was at times many different colors blended, with gradients. Anyways, hope you guys dig it, cheers!
Hey! I made this ue4 environment with the help of painter and designer, I'll post some materials in the coming days , some more images on my artstation: https://www.artstation.com/artwork/NVbdd
"Not perfect but finished" Been trying to just let certain things go and finish them, thought I share this bust I just finished up, mostly done in Painter but some things done in designer, kinda stumbled upon the black and white version and thought it looked cool? But who takes all the time to paint something just to make it black and white? anyways, thanks for looking!
here is an extinguisher I made over the weekend. Its the first thing I have posted online, I held back showing off my work before as I have spent the last 3 years ironing out my workflow into something decent
Hey guys i'm new here and i wanted some C&C on this Sci-Fi Wall for the Bi-Weekly Substance Challenge (where is it gone by the way i can't find it anymore )
Completly procedural (materials mostly from Substance Source, but of course refined for my needs)stly
Just finished this sucker! I wanted to challenge myself to make some wood planks that were in a pattern as opposed to just horizontal. Followed along with this youtube video from Daniel J.R. GameArt to see how he made a chevron pattern. Off-roaded from there once I got the gist of how he put the planks together. Very pleased with how it turned out.
Replies
Hi guys, i want to share with you my new substance, comments and critiques are welcome.
https://www.artstation.com/artwork/q31WN
Hope you like it:
https://www.artstation.com/artwork/wnqq5
Thank you, this is the first time I got a different feedback other than the color tweaks.
I will be sure to work on it.
Needed an eye for a character I was making, and kinda got lost in this thing. Love all the new features in 6, and I forget to post here to share how I did things. I wanted to create a fully procedural eye, and for the most part everything is, but the veins on the outside of the eye are random sampled height maps, I was able to achieve a similar look but it came at a cost, as, things started to slow down at 2048X2048, I wasn't sure it was worth it at that point. My machine is however quite old, do you guys have any optimization guidelines? None of the nodes in the graph were yellow or red, but many green nodes started to add up. I also chose to create color profiles instead of exposing many color pickers, since the Iris color was at times many different colors blended, with gradients. Anyways, hope you guys dig it, cheers!
Your eye looks pretty sick too, nice work!
More shots can be found on my ArtStation
https://www.artstation.com/artist/andybaigent
Hope you like it!
Any kind of constructive criticism is welcome.
Fully created in substance designer.
HD: https://www.artstation.com/artwork/mPGx1
more pic
here is an extinguisher I made over the weekend. Its the first thing I have posted online, I held back showing off my work before as I have spent the last 3 years ironing out my workflow into something decent
Detail: https://www.artstation.com/artwork/4V0YW
Here is my 3D Model of Destiny's Hawkmoon.
It was created by the internship time with @Berker Siino for practicing purposes in hard surface modelling.
Baked and rendered with Marmoset Toolbag 3 and textured in Substance Painter 2
Better quality : https://www.artstation.com/artwork/vdG5O
Graph & Preview: https://www.artstation.com/artwork/Kw1X9
Completly procedural (materials mostly from Substance Source, but of course refined for my needs)stly
The reference:
See some more variations, info about the reference, and the substance graph overview here.
more pics on my artstation
I recently finished my internship were I made a bunch of materials for their new trailer, more here: https://www.artstation.com/artwork/DGOKe
Gothic Tracery window
Update on my entry for the Materialize Contest by Allegorithmic.