Where did you learn about Substance? Just from Allegorithmic YT channel ?
@Damian:
Opanowanie tego programu naprawde nie jest problemem. Jak umiesz teksturowac to przestawienie sie na SD to 1-2 dni roboty. Dopiero wlasne funkcje i FX-Mapy moga byc problemem dla typowego goscia od teksturowania. Ale masz tyle podstawowych nodow udostepnionych przez Allegorythmic ze zanim dojdziesz do wlasych funkcji (jesli w ogole bedziesz je potrzebowal) minie sporo czasu. Wszyscy tutaj ktorzy pokazuja swoje teksturki robia je z podstawowych nodow lub poprzez minimalne modyfikacje ich.
Mr Significant - I learned Substance Designer by watching videos from Allegorithmic videos as well as videos from Richard "Pipes" Piper and Rogelio Olguin, https://environmentart.wordpress.com/.
It also is a matter of sitting down and using the tool a lot and learning the ins and outs of it :-).
Hi Joshua,
I really, really like the results of your wood floor after the third pass. Can't wait to learn the Substance Suite myself.
Thanks for your link (https://environmentart.wordpress.com/). I didn't know this site. Great resource for environment artists!
Josh, this is so great. I loved the Darker wood with less damage and also love the change to lighter wood with more damage. Hope you kept the darker one too...both so great.
Aw yeah! Lookin great dude. Only thing that stands out a bit to me right now, and maybe this is totally just being picky, but I feel like there's a bit too much wood grain information in the laminate layer. I'd expect it to be a little more smooth with mostly the surface gouges.
Third pass. Thickened up edge bevel to feel less paper thin. Brought more removal to tile edges for more damage. More tweaks to surface damege, more focus to large pocks and reduced crunchy noise. Added gum!
These terracotta tiles are just stunning. Is it really all procedural ? Mind sharing your shader setup or is it top-secret stuff ? I'd understand, but I'm awfully curious about it.
Dave Jr - As far as sky's go I just use the presets available. I try out different ones that give the best reaction to the materials and angles I am using.
DontSassMeBro - You should get into SD its a lot of fun! I am Glad the thread is inspirational to you!
Oniram - Hey thanks! Really enjoy your tutorials :-).
Hadriscus - Thanks! Yes it is really all procedurual. I have had a couple of requests for tutorials. I may put something together to present the workflow I used and something that can be applied to other projects.
Im thinking of using allegorithmics tools, I just wanted to ask, I noticed on your previous tileable textures that you use zbrush a lot, are you still using zbrush while using these tools?
Hadriscus - Thanks! Yes it is really all procedurual. I have had a couple of requests for tutorials. I may put something together to present the workflow I used and something that can be applied to other projects.
Oh god yes, please do. Your substances look fantastic and it would be interesting to read any insights you might want to share
great start on your brickwall.
If you're ever making a tutorial, one thing I would love to hear is how you approach doing your diffuse textures. They look really good and you can't feel the procedural nodes at all.
aelwine - Thank you, appreciate that! I will keep that in mind for the upcoming tutorial creations!
Shuaws - I will still use ZBrush, still love ZBrush. I wont rule it out completely. Right now though I am loving working in Substance Designer.
kernersvillan - Wow thank you! I have been thinking about best way to do a tutorial going forward and have some ideas :-)
Second pass on this wall. Had been focusing on the grout and brick surface read and damage. Thinking about taking some of the bricks and giving a different design to them so they dont all look the same.
Really enjoying the surface details going on here. I personally don't mind the uniform design of the bricks. Were you thinking it would be almost like they replaced bricks due to too much wear/damage? You may still be able to accomplish the same thing with variations in the hue to make them seem newer rather than a different design for some of the bricks?
Replies
I like how you were able to capture the smooth directional changes on the boards. Definitely excited to see where this one goes.
MrTurtlePaste - Thanks! Brightened it up.
Second pass. Added gouges and scratches, brightened albedo.
@Damian:
Opanowanie tego programu naprawde nie jest problemem. Jak umiesz teksturowac to przestawienie sie na SD to 1-2 dni roboty. Dopiero wlasne funkcje i FX-Mapy moga byc problemem dla typowego goscia od teksturowania. Ale masz tyle podstawowych nodow udostepnionych przez Allegorythmic ze zanim dojdziesz do wlasych funkcji (jesli w ogole bedziesz je potrzebowal) minie sporo czasu. Wszyscy tutaj ktorzy pokazuja swoje teksturki robia je z podstawowych nodow lub poprzez minimalne modyfikacje ich.
Takze do roboty
It also is a matter of sitting down and using the tool a lot and learning the ins and outs of it :-).
Any questions lemme know.
I really, really like the results of your wood floor after the third pass. Can't wait to learn the Substance Suite myself.
Thanks for your link (https://environmentart.wordpress.com/). I didn't know this site. Great resource for environment artists!
Slosh - Thank you!
Damage pass. Brightened albedo. Pushed gloss.
Attempting a way to show the material movment with this.
Thoughts?
Third pass. Thickened up edge bevel to feel less paper thin. Brought more removal to tile edges for more damage. More tweaks to surface damege, more focus to large pocks and reduced crunchy noise. Added gum!
it look so tasty i want to lick it ...
looks great, I have question, since you use marmoset , are u using .sbsar or just regular image output export ?
xvampire - haha cool glad you like it. Currently I am just kicking out TGAs.
Poinball - Appreciate that! Look forward to seeing what you create!
slosh - Thanks!
Updated materials. Final pass.
May I ask what HDRI/Sky you use in marmoset. All your renders look so consistent!
Keep it up!
Dave Jr - As far as sky's go I just use the presets available. I try out different ones that give the best reaction to the materials and angles I am using.
DontSassMeBro - You should get into SD its a lot of fun! I am Glad the thread is inspirational to you!
Oniram - Hey thanks! Really enjoy your tutorials :-).
Hadriscus - Thanks! Yes it is really all procedurual. I have had a couple of requests for tutorials. I may put something together to present the workflow I used and something that can be applied to other projects.
Oh god yes, please do. Your substances look fantastic and it would be interesting to read any insights you might want to share
urgaffel - Thanks! I have an outline on what I want to explain as far as workflows go but I keep learning new things lol.
A tutorial would be fantastic! Throw it up on Gumroad even.. Id shoot you some cash
If you're ever making a tutorial, one thing I would love to hear is how you approach doing your diffuse textures. They look really good and you can't feel the procedural nodes at all.
Shuaws - I will still use ZBrush, still love ZBrush. I wont rule it out completely. Right now though I am loving working in Substance Designer.
kernersvillan - Wow thank you! I have been thinking about best way to do a tutorial going forward and have some ideas :-)
Second pass on this wall. Had been focusing on the grout and brick surface read and damage. Thinking about taking some of the bricks and giving a different design to them so they dont all look the same.
Thoughts?
Updated material definition pass and albedo break up.