looks really nice so far but I agree with Ged - probably double check the height blend mode for those pebbles
EDIT : are you previewing in Marmoset ? If so : are your normals in DirectX format ? By default Marmoset expects openGL - so either change the normal map format in marmo or simply flip the green channel
Eh, nay, I'm previewing in Substance, I think SD lighting setup sucks, even tho the normal map and the material is in opengl, I think it's just their light setup that make things look weird. I shall render an image on marmoset when i get home.
Looking nice man, the pebbles and grass strands look inverted in the your textured version but look fine in your normal version so i think its just a SD problem.
cant wait to see what this looks like in Marmo, will you be using a height map in the final render or keeping it pretty flat?
bugo,
looking very nice, but i think is too noise, a lot of details the same size, maybe try to balance it adding different sizes of stones, cracks and etc.
ps.
about hdr lighting, how you disable light 0 and light 1 and leave only hdr? just put color to black for lights? In that case how you're rotate lighting without rotating scene? Mm.. environment isn't rotating like in toolbag.
I think i was trying to avoid the tiling showing since this is supposed to be used in a terrain with blends. I could try putting hiding and increasing the elements here and there so it doesnt look so spread.
As for HDR lighting you gotta go to the scene to rotate. And yeah I just put the lights as black.
Created a not so fancy leaf material on substance, looks more like alien leaves, haha, i don't think it's that easy to get them to look real. But I tried
I meann, I know that there are those standard, rectangular bricks, but is it possible to do such shapes in SD? And if not using standard nodes and generators, is it possible via shape generator or FX maps or something?
eh, it's hard to say it's not possible, but i rather say it's easier and faster if you go and do that in Zbrush and then get the details to be done on substance. Those shapes are quite random and they have different depth and scale, you would have to play around A LOT to get something like that, and it may not look so good. Unless you create a stone generator node, and place those by hand with transform 2d. But that is cheating
I'm waiting until SD guys create a node where you can place by hand a lot of 2d transforms, instead of having to place one by one.
With the new Distance node (and a bunch of others), you can go pretty far with just a very simple black and white mask. It would definitely need more tuning but if you need a bunch of these textures, it's probably worth the effort since all you have to do later on to create variations is to paint a new mask.
Jerc, would you say there's a way to add buckling from this image? Or would you think it's possible to hand place things like the 2d transform with various inputs but in one node?
We've had requests and are talking about a better transformation node that would allow multiple elements to be transformed at once, it's a pretty heavy task though and would require a lot of design work to make it really as useful as possible.
So I would say right now, placing elements such as these manually with 2d transfo nodes will be a hassle you want to avoid. I would recommend just painting them even if it breaks the "100% procedural" aspect of things. I used the built-in seamless painting tool in SD to create this one. It took only a few minutes and it's super easy to create new variations.
Yeah, I got it, thanks for the quick response. The tool would be awesome man! One other things is bringing an obj and grabing the height map from it, so, for an example, if you bring an obj (very lowpoly), you can get random rotations from it, and it would constantly grab the heightmap, and that would give a lot!
I know it is probably damn hard to find the time but more tutorials would be AWESOME! I would like to start using substance designer a bit more Keep doing what you are doing man!
With the new Distance node (and a bunch of others), you can go pretty far with just a very simple black and white mask. It would definitely need more tuning but if you need a bunch of these textures, it's probably worth the effort since all you have to do later on to create variations is to paint a new mask.
Whoa! I would love to see a tutorial on how to create such textures!
Firstly, the roughness looks too uniform to me. Try adding some more variation from stone to stone, and also some more shiny speckles to make it more interesting.
Secondly, the stones look like they're supposed to be worn, but when I look at the edges of some of the stones they look pretty sharp and not very worn.
Thirdly, you have some large scale color variation in the stones, but very little small scale variations that I can see. Try googling "scratched rock". You'll notice that most of the time, scratches appear lighter than the surrounding rock due to pulverization of the stone when it was scratched, causing a lighter area. That would be a good method of adding some variation I think. Another thing that I think adds a lot of cool color variation is to do a gradient map on your height map with a whole bunch of random colors, then overlay that on your color map with low opacity. It can take some fiddling to get colors that work well, but it makes it much more interesting. I don't want to hijack your thread with my own work, but here's an example of the output of the gradient map on one of my brick textures:
Replies
I have a good one for you.
How to make a random square stone like the one in this image attached.
Also see this link from Allegorithmic forum what Wes suggested.
https://forum.allegorithmic.com/index.php?topic=4346.0
EDIT : are you previewing in Marmoset ? If so : are your normals in DirectX format ? By default Marmoset expects openGL - so either change the normal map format in marmo or simply flip the green channel
cant wait to see what this looks like in Marmo, will you be using a height map in the final render or keeping it pretty flat?
Ya I've found that it the stock lighting setup doesn't carry over too nicely to other applications.
Do you mean leave the HDR alone and then turn off light 1 + light 2?
I think its a nice start the leaves and twigs look good. The pebbles read to me like cement or mortar and not pebbles somehow.
Excited for more updates!
looking very nice, but i think is too noise, a lot of details the same size, maybe try to balance it adding different sizes of stones, cracks and etc.
ps.
about hdr lighting, how you disable light 0 and light 1 and leave only hdr? just put color to black for lights? In that case how you're rotate lighting without rotating scene? Mm.. environment isn't rotating like in toolbag.
As for HDR lighting you gotta go to the scene to rotate. And yeah I just put the lights as black.
Specially like the normals on things...
http://www.cgtextures.com/texview.php?id=53538&PHPSESSID=un6tf3o9mru5t8pl9r7t902gp1
I meann, I know that there are those standard, rectangular bricks, but is it possible to do such shapes in SD? And if not using standard nodes and generators, is it possible via shape generator or FX maps or something?
I'm waiting until SD guys create a node where you can place by hand a lot of 2d transforms, instead of having to place one by one.
So I would say right now, placing elements such as these manually with 2d transfo nodes will be a hassle you want to avoid. I would recommend just painting them even if it breaks the "100% procedural" aspect of things. I used the built-in seamless painting tool in SD to create this one. It took only a few minutes and it's super easy to create new variations.
Not sure if I answered the question
Whoa! I would love to see a tutorial on how to create such textures!
I have a few suggestions:
Firstly, the roughness looks too uniform to me. Try adding some more variation from stone to stone, and also some more shiny speckles to make it more interesting.
Secondly, the stones look like they're supposed to be worn, but when I look at the edges of some of the stones they look pretty sharp and not very worn.
Thirdly, you have some large scale color variation in the stones, but very little small scale variations that I can see. Try googling "scratched rock". You'll notice that most of the time, scratches appear lighter than the surrounding rock due to pulverization of the stone when it was scratched, causing a lighter area. That would be a good method of adding some variation I think. Another thing that I think adds a lot of cool color variation is to do a gradient map on your height map with a whole bunch of random colors, then overlay that on your color map with low opacity. It can take some fiddling to get colors that work well, but it makes it much more interesting. I don't want to hijack your thread with my own work, but here's an example of the output of the gradient map on one of my brick textures:
Hope this is useful!
billymcguffin: Thanks man! Appreciate your feedback!
Was just out of sleep today, so i decided to do some stone roof tiles, it's still early, but shapes are there.
The material is currently lacking the spec/gloss quality of a slate roofing.
See this REFERENCE and how the light reacts.