It turned out great! The larger forms read well and feel natural. the detail has a nice balance of smoothed polish surface from erosion and roughness from broken concrete. It also doesn't have unnecessary random cracks and details that get added to other substances that I see for the sake of fidelity. and This will probably be the only material that I can scrutinize because I like to look at rocks outdoors. I want it.
Hey Josh when are you planning to make a tutorial on the sand? Also would love to buy your herringbone tutorials but they are a bit out of my price range
@Ged - Wow thanks! @Nicorepe - Thanks a lot glad you like the improvements :-)\ @abcdethan - Really appreciate those kind words thanks! :-) Aaron Barnett - Thanks a lot man! @KHM3dia - Right now all tutorials on my Gumroad are 25% off with the code "FALL2016SALE" @ http://bit.ly/2dqf5J7
Alright I did another pass. Really focused on color variety, roughness, surface noise, and added some moss.
This turned out awesome man! Love all the little subtle things you added like the moss and the lichen actually has a little lift. Awesome as always man!
Been following your fantastic work for a while Josh, one of the main inspirations out there regarding Substance. I bought your herringbone tutorial session and actually think the price was just about right for the quality of the lessons. I was tempted by the 1-1 lessons actually but it seems limited in numbers and a one off thing for a specific goal. Made me think actually, perhaps an idea would be to create a forum that people have to buy subscriptions to (perhaps even a Patreon) and members get access to tutorials that are added but also they can submit their work and get personal feedback.
Anyway, I had one little criticism about the Herrenbone tutorial. It's not a big deal but I found the node management to be very chaotic. I had to make changes and often got lost and confused within the setup even though much was framed and named. There are nodes being pulled long distances and their wires are overlapping many others etc. Personally speaking, might just be me, but would like to see you separating various aspects of the substance more clearly in future tutorials.
I have created a teaser image of sorts to show how the initial pattern was created. I will be working on a more in depth tutorial, very busy right now with work so I hope you all understand it may take a bit. I hope this helps for now.
Hi Josh, did you ever get a chance to finish this tutorial? If not then fair enough and thanks for sharing as much as you do
@MagicFlyingBus - Thanks for the question. Its a matter of creating rock like shapes and using a Tile Sampler or Tile Generator to scatter them around and overlap them.
@capone - Thanks for the feedback, its really appreciated. I will keep it in mind in the future :-).
Looks cool! I don't think this could possibly become even more good looking. I have always been wondering isn't height the main feature that makes most materials look interesting ? And isn't tessellation and pom just too demanding on game engines, but without them you just wouldn't use height ? Am I missing something here ?
Been a long time since I posted here, a lot of stuff going on this year. Missed you guys!
Thanks for you previous comments guys, appreciate the kind words!
I have been working on a cliff wall and I wanted to share some renders with you. They go in sequential order, so top is older, bottom image is more recent.
I'm so glad I favorited this thread. I actually bought Substance Painter / Designer on Steam last time they were on sale. Sadly haven't had time to tinker with them yet but when I do l'll be looking here for inspiration!
@Borgleader - Thanks for your comment I am glad this thread has been inspirational to you I also have tutorials available and do monthly mentorships on my Gumroad page gumroad.com/artofjoshlynch
Wow! Amazing cliff wall Josh. I thought it had to be photogrammetry at first glance. I think this is the best and most realistic texture from you yet IMO. well done
Love it Josh! First time I'm seeing the big scale grain gravitating towards the twig bases like this. Care to share how you approached the wood grain? To push it further I'd say you should vary the normal intensity of the grain more. I'm imagining the wear would be more dynamic on a surface like this.
Nice man! Almost as good as those Salsa Verde Tostitos! I had to look this up! Didnt know it was called Wood Lath, very cool.
Maybe: - offset the meetup joints, each board meats up perfectly with the other one, It seems like in most refs its used behind a vertical support, however if you wanted to expose the joint/butt then would be cool if they were slightly off - nails are pefectly placed in each one too, offsetting those /w variation in distances from the surrounding edges and less consistency, or missing would be cool - seems like the type of wood typically seen in these slats is really rough, and you can almost see the planar saw marks in them, making it feel very rough. Even sometimes showing a circular mark everyone once and awhile, but most of ur normal is just wood grains - so much plaster flowing out, but you have really deep exposed upper board edges. I feel like the ones that have more plaster accumulating out, would have less of a upper board edge exposed, b/c the pressure would ensure a better seal? I could DEFINITELY be wrong lol - also could be wrong, but is the 'staining' on the board surface from the plaster that i see in the albedo, is it in the rough at all? Cant really tell /w the top left roughness map showing
Love your work Josh! You are truly an inspiration for people who want to learn more Substance! Are the grass patches on that lovely cobblestone texture separate shapes scattered with a mask in between the cracks?
@josh_lynch Hey man... Thx for sharing some much info. I'm trying to recreate this for a more random stone generator and am having a heck of a time pulling a good edge detect. Am I missing something? Did you get a chance to finish this walkthrough or is there a portion of one of your other gumroad tuts that explain this bit? Cheers!
@eirikm - Wow thank you so much! Im super flattered to read that, truly! As far as the grass they are indeed separate elements and then scattered around with a mask to scatter between the rocks.
@oxygencube - I did not finish the tutorial, but I am creating a stone wall for my upcoming Masterclass with ArtStation. You can sign up with the code "joshlynch" to save 5% which is the cheapest the tickets will be for the event.
Replies
@Nicorepe - Thanks a lot glad you like the improvements :-)\
@abcdethan - Really appreciate those kind words thanks! :-)
Aaron Barnett - Thanks a lot man!
@KHM3dia - Right now all tutorials on my Gumroad are 25% off with the code "FALL2016SALE" @ http://bit.ly/2dqf5J7
Alright I did another pass. Really focused on color variety, roughness, surface noise, and added some moss.
C&C welcome!
@MmAaXx - Thats very kind thanks!
@arvinmoses - Really appreciate that man! Glad to hear you like those details!
@ArtbyV - Hey thanks a lot! That means a lot you think they are close to scan quality.
@cmc444 - Thanks Clinton! Really appreciate that and thanks again for the comments and feedbac :-)
Anyway, I had one little criticism about the Herrenbone tutorial. It's not a big deal but I found the node management to be very chaotic. I had to make changes and often got lost and confused within the setup even though much was framed and named. There are nodes being pulled long distances and their wires are overlapping many others etc. Personally speaking, might just be me, but would like to see you separating various aspects of the substance more clearly in future tutorials.
If not then fair enough and thanks for sharing as much as you do
@capone - Thanks for the feedback, its really appreciated. I will keep it in mind in the future :-).
@Jaykrass - Thanks! All in due time.
@Mr-Brett - Thanks for following up on this, still planning on putting out, sorry for the delay!
Working on a padded wall material. Comments & critique welcome!
Thanks for you previous comments guys, appreciate the kind words!
I have been working on a cliff wall and I wanted to share some renders with you. They go in sequential order, so top is older, bottom image is more recent.
Alright I am calling it on this one thanks to everyone for their support!
What do you guys think?
Care to share how you approached the wood grain?
To push it further I'd say you should vary the normal intensity of the grain more. I'm imagining the wear would be more dynamic on a surface like this.
Maybe:
- offset the meetup joints, each board meats up perfectly with the other one, It seems like in most refs its used behind a vertical support, however if you wanted to expose the joint/butt then would be cool if they were slightly off
- nails are pefectly placed in each one too, offsetting those /w variation in distances from the surrounding edges and less consistency, or missing would be cool
- seems like the type of wood typically seen in these slats is really rough, and you can almost see the planar saw marks in them, making it feel very rough. Even sometimes showing a circular mark everyone once and awhile, but most of ur normal is just wood grains
- so much plaster flowing out, but you have really deep exposed upper board edges. I feel like the ones that have more plaster accumulating out, would have less of a upper board edge exposed, b/c the pressure would ensure a better seal? I could DEFINITELY be wrong lol
- also could be wrong, but is the 'staining' on the board surface from the plaster that i see in the albedo, is it in the rough at all? Cant really tell /w the top left roughness map showing
Way to be, WAY to be.
I also went back and did another pass at a roofing texture I did some months back. Hope you guys like it!
Are the grass patches on that lovely cobblestone texture separate shapes scattered with a mask in between the cracks?
@oxygencube - I did not finish the tutorial, but I am creating a stone wall for my upcoming Masterclass with ArtStation. You can sign up with the code "joshlynch" to save 5% which is the cheapest the tickets will be for the event.