LATEST UPDATE:
Video UPLOADED:
[ame]
I have to say, SD is definitely raising my hype and possibilities on texturing choices. Just this weekend I was able to learn a lot and pretty fast. Reminder, those are all procedurally created, no maps what so ever.
First I did a simple tillable ceramic tile, which I know, it's simple:
Then I created a rock generator:
As much as I feel this is a non destructable process, and able to create endless variations and ideas, it's also hard to save something you like, hah.
Please, share your opinions and thoughts about it.
Replies
Really like the tiles though, looks good.
As far was whats there I like the tiles even though they are simple. It would be nice to see some subtle hue/value variation across the tiles and the grout.
Thanks guys, here's another one I finished.
Trying to get something that good in SD makes my head hurt. Someone needs to do a process video for something like this. Hint hint.
Would you be kind and share your secrets ? ^^
Subscribed, btw
+1 for tuts, or just a few high-res shots of your node graphs, if you can't be arsed to put all the work into a tutorial.
this is mindblowing (unless it's a photo! )
What is the main advantage of SD besides I guess having the ability to tweak later for variations? For example the tile texture you made took you 4 hours to make which is a completely reasonable time limit to do the same thing in zbrush complete with all the maps.
I guess my question is: What made you decide to take the leap and start using SD? Would you say it's more for technical texturing artists? Does it really save all that time connecting and figuring out all the nodes, instead of just hammering it out in zbrush?
Any feedback is much appreciated! Thanks.
For example, you could expose a control for "tarnish" on a brass material, which you could then tweak instantly in your target engine's editor.
The .sbsar file also usually takes up much less space on disk, making your game have a smaller download size. It still ultimately creates bitmap textures for use in the game but they're created at run time, rather than having to be downloaded.
@dzibarik: haha, no photo, i promess. Here's the crazy an unorganized graph:
@synergy11: I'd say it's how interactive it is, how easy is to fix and tweak. At first I was taking longer to do the stuff because I didn't know the software so well, after a week, now I believe I know most of what the nodes do and the relationship between 2 or 3 blends and what they create as heightmaps. I believe that to get really good results in SD will depend on what you do and how much time u will spend on it. The issue with only going with zbrush is that u have extremely limited iteration. Although there are things I won't try doing in SD from scratch, like a wood ornament panel, which I know it would probably need custom sculpt for that, but then I can create other masks with ease and play with values, levels, noises and blend things together and all being iterative.
@Boozebeard: Only Unreal shader node and ShaderForge for Unity, but SD is completely different approach, just keep playing with it is what I would do.
Ready for texturing !
still have to get my hair/fur patches in place though
Other than trial and error and the Allegorithic Tutorials, is there any other tutorial that really helped things click?
I'd love to see that.
Hahahha wow. I never knew until today that I could RMB > Open Reference on those. Okay I see. Ty
OUPS XD
If I posted this here...what did I post in the waywo thread ^^U, sorry
A lot of people are already doing that. The challenge is actually doing tileable to be honest with you. There are a bunch of tutorials out there about that. I believe in tileable textures because I am an environment texture artist. Even working on a ps4 platform game we blend lots of textures together throught verts to get a better result even tho it's a reuse, and tileable means you are following a budget, not just a whole unique asset that texel ratio might hurt you by being lower than anything else. It's just 2 different focuses there. Props and Environment.
Lots of blends with substract, different splatters to get to it.
Nothing much, just setup a material blending on UDK 4 and blending of cracked and crumbly rock with the first surface made. Pretty much just missing the moss blend.
I did an old plywood today.
I'm still in this first approach phase a bit daunting but really exciting at the same time. I've spent most of my time watching official introduction videos and your personal work as well as Josh_lynch or Rogelio's works. You guys are definitely SD killers.
It's really motivating and inspiring at the same time to see that even if it seems obscure at first glance, everything seems possible with this software.
Would you have any advice on how to chose your base noises and pattern when you start an organic texture like the plywood above? I suppose as always it's all about creating the broad shapes first and then adding smaller grain and details but how do you chose your first noise or your first detail information when your substance graph is completely empty?
Do you have some kind of database to know... lets see this cloud noise with the appropriate distortions should do the trick or is it just about trial and error every time you start a new substance?
The blank page syndrome seems even more true to me with this node based approach
Any good advice from pros like you would be really great!
Zarakun - Im humbled by your words, thank you!
Grats on the banner!
My only suggestion would that some of the notches look slightly off.. Not sure if you did that on purpose.
And for an hypothetical Vertex 3, I'd love to see some article about your workflow guys
stop being awesome. stop now.