I think Bugo you should just record how you are making this graph. I would really appreciate if I can watch how you manage all those filters and noises. Im trying to learn SD, and it would be nice to see just slow walktrough through SD.
@ luthyn : It's defintely not cheap, my purpose is to create maps, not realtime substances. But I'm not sure if GPU/CPU/Memory can handle these. Plywood for an example is 1430ms.
@josh_lynch: thanks man, couldn't do much today, will update soon.
@dustykhan: entirely 100% procedural nodes, there's no custom maps involved.
@Mr significant: Hey, well, that is not a bad idea, I unfortunately don't have more of the camtasia trial, so I need to find a free software to record stuff again.
@ luthyn : It's defintely not cheap, my purpose is to create maps, not realtime substances. But I'm not sure if GPU/CPU/Memory can handle these. Plywood for an example is 1430ms.
@josh_lynch: thanks man, couldn't do much today, will update soon.
@dustykhan: entirely 100% procedural nodes, there's no custom maps involved.
@Mr significant: Hey, well, that is not a bad idea, I unfortunately don't have more of the camtasia trial, so I need to find a free software to record stuff again.
I second Mr Significant, I'm really struggling with organic stuff, and yours is absolutely amazing.
@Mr significant: Hey, well, that is not a bad idea, I unfortunately don't have more of the camtasia trial, so I need to find a free software to record stuff again.
Thanks man! Super cool stuff as always.
Hey if you get a minute, I'd love to get a crit on the cliffs I'm working on. I'm trying to generate a hand painted look in SD - I'll PM you or skype as to not hijack the thread.
But again super cool stuff and thanks for the share!
You should release some of your Substance graphs on Gumroad or something similar. I'd rather see how you constructed them from scratch then follow a tutorial. Been currently messing with Substance a bit, but these are absolutely phenomenal.
Dang, bugo. These are great, and I love your willingness to share your process. Just jumped in to the Rawk thread and saw you had posted a tut there too. Its super appreciated!
Believe me Bertmac, some of the graphs are more than 100 nodes and what they do doesnt necessarily tell you much. It's sometimes a combination of groups of nodes that will get you different results. I still think gumroad is the best way to share these with a small price. But I'm also not wanting to put everything I do there, a lot of my tests are just tests, and probably very unorganized, and I believe I want to save some of my materials for my own projects.
Bugo - Thats a really great point. I completely respect you not wanting to put everything out there. With that said, maybe a focused tutorial on one of the foundation aspects that is the main driver for lets say the rock wall. Other artists could build off of that. Just my 2 cents :-)
Thanks for understanding guys. I promess that I will. But again, Josh, you know a lot of it already. I'd like to see something of urs too
This weekend is actually my goal to try recording something or doing something
Thanks Mike! Here's another I worked on today for practice, wanted to do something a bit more contemporary, It's like bunker concrete blocks, about 2hs to do this one, albedo is still not there, only normals. (and yes, i know I need to organize my graphs better, heh). Some more things to do on the height side still, but I wanted to show the progress...
bugo,
awesome work! Is it possible to close shots of the graph with nodes visible?.. Maybe some interesting parts with blendings/height/normal operations..
Thank you!
this is amazing, i've only worked with SD once and my graphs had like 20 nodes total. i need to dig in and try it out some more. but there's just so much new stuff!!! UE4, Zbrush 4R7 and now substance designer, i got a lot on my plate. keep up the amazing work im subbed and wanna see some more. could you try making glass bricks? i think that would be quite challenging and interesting.
You're right Thousand, actually, I wrote here to ask Bugo or josh_lynch, if they wanted to share something about the images that were shown in the various threads !!.
I was impressed by the josh_lynch's parquet and Bugo's concrete.
However, before requesting, I wanted to take the first step by providing what I did until now.
this is amazing, i've only worked with SD once and my graphs had like 20 nodes total. i need to dig in and try it out some more. but there's just so much new stuff!!! UE4, Zbrush 4R7 and now substance designer, i got a lot on my plate. keep up the amazing work im subbed and wanna see some more. could you try making glass bricks? i think that would be quite challenging and interesting.
Hey Bugo, your textures and materials are very inspiring. It's crazy how much quality you squeeze into the textures. I've been working on my own tiling Substance textures, so I appreciate you sharing your progress and images with us. Thanks!
I'm sorry guys, I've been quite busy with other things nowadays, I'll try as best to respond and perhaps show something soon. I will be participating on the Throne contest, so perhaps from there I'll show some techniques, it's not very different from whatever other pro's use tho. Here's our thread: http://www.polycount.com/forum/showthread.php?t=147971
Marty, since u asked. Here's just the height/normal map pass. It's quite easy to do what you asked for. Believe me, it took me less than 15mins. Now, refraction, transparency and all that stuff requires you to setup a shader in UDK, not on SD. If that's what you were looking for.
Hi Bugo, great stuff. Some of the best substances I've seen!
I've always been a skeptic when it comes to creating textures completely procedurally in designer to be honest. Your work is some of the few that I've seen that has been challenging my skepticism.
For this glass wall, what you have looks nice, but it is still lacking the uneveness/ crookedness of the tiles. How would you go about creating that effect?
Thanks Braddish, if you mean by buclking there is a bit on the normal map and height. There's also some random rotation in it, which can be itensified. If you mean by offsetting the rows that is also doable. My goal here was just to show Marty that creating those blocks are not challenging, there is indeed much more that can be done with it. Thanks!
Replies
Here's one more for the day, a cobblestone floor. I still didn't finish it since it's more difficult.
I also purchased the Allegorithmic apps on steam sales. I had time to only work with b2m so far.
Very excited to work with SD, after seeing your works, i am even more excited. Perfect works, enjoyed reading the thread.
even without any sound.
@hakankaraduman:
@josh_lynch: thanks man, couldn't do much today, will update soon.
@dustykhan: entirely 100% procedural nodes, there's no custom maps involved.
@Mr significant: Hey, well, that is not a bad idea, I unfortunately don't have more of the camtasia trial, so I need to find a free software to record stuff again.
I second Mr Significant, I'm really struggling with organic stuff, and yours is absolutely amazing.
Hypercam ftw :P
https://obsproject.com/ is pretty damn good from my experience
Here's a pebble/rock generator. After generating you can blend multiple of these with an fxnode, or with the splatter option.
https://www.dropbox.com/s/tuy60aev8s31nit/PebbleMaker.sbsar?dl=0
I created this one to use in the next material, a florest flooring.
Mix of dirt/pebbles/twigs/etc.
(note: If you end up wanting to use that in your game, it's free, but just let me know)
Hey if you get a minute, I'd love to get a crit on the cliffs I'm working on. I'm trying to generate a hand painted look in SD - I'll PM you or skype as to not hijack the thread.
But again super cool stuff and thanks for the share!
I second the gumroad tutorial.
thanks
people will support anyhow.
This weekend is actually my goal to try recording something or doing something
awesome work! Is it possible to close shots of the graph with nodes visible?.. Maybe some interesting parts with blendings/height/normal operations..
Thank you!
I'd like to share my very first substance.
I have almost zero experience so I'm ready to any comments/suggestions to improve my skill.
My target is to use sbsar into unity so I defined 3 channels: Diffuse/Normal/Specular
Into Spec Map I've put some scratches blended with a little moisture.
I'd like to reproduce the typical Wood Wall of a Farmhouse.
What do you think about?
@Bugo: I really like your work, can you share some simple sbs for better understanding your workflow? I will be very grateful to you
Regards
Siro
here is how I did it.
might be a good idea to start your own showcase thread?
I was impressed by the josh_lynch's parquet and Bugo's concrete.
However, before requesting, I wanted to take the first step by providing what I did until now.
thanks again
First try:
I'm working on.
I tried to zoom in the nodes as best as I could:
I've always been a skeptic when it comes to creating textures completely procedurally in designer to be honest. Your work is some of the few that I've seen that has been challenging my skepticism.
For this glass wall, what you have looks nice, but it is still lacking the uneveness/ crookedness of the tiles. How would you go about creating that effect?
some interesting nodes spotted!