Thanks man! It's great seeing you and Bugo making materials just using Susbtance. I use it alot at work but haven't had a chance yet to do my own thing at home. Keep up the awesome work !
Thanks guys! I'm glad you're digging it!
Hugo - I've really been digging your new substances! Especially that tree bark! Skype me if you ever want to dialogue about new SD ideas.
Started up a new site to download the substances. Just wanted to try to keep track of how many downloads they are getting.
I've updated with a new node:
This I called the amMaterialColorBlend
It works just like the standard allegorithmic node but it allows more control over the normal map. With it you can change the direction of the normal noise - up or down, adjust the blur/bevel, and increase or decrease intensity.
Updated with new material - leathery seat. Not too happy about the roughness on it yet and some of the detail, but I'm calling it done for now. My goal is to finish about one per day.
Trying to create a hand painted cliff inside Substance Designer. It's all procedural - no hand painting..
I think it's getting close but need some help. I want something that will have some roughness and will actually take light rather than a straight diffuse or diffuse/normal. Any ideas?
Giving it away the sbsar- will update with link later.
As you asked a feedback on the rocks. Might just be my opinion but the idea of "handpainted" would be more to the fact that they are naturally painted Maybe if you add some kind of effect of brush strokes that would help. Also some edging breakup would also add.
Agreed. I asked some of the hand painting guys and they gave me some pretty interesting ideas. Also getting a semblance of a brush stroke.. Needs a little more warping imo
Thanks again much for the input!
Not quite there but I think it's on the right track:
Finished up a new brick. Been out for a bit finishing up an art test. Man it was pretty awesome to see how quickly SD can pump out custom textures. It totaled to about 30ish textures in 20 hours. Pretty sweet!
Sad thing is at the end of it SD crashed and refused to open the file again. I was in such a hurry I dumped all the graphs into one file.
Also doing a live stream today at 2PM CST. Will be covering how to create chainmail, simple rock, a quick overview of the hand painted style, and whatever else we've got time for.
Replies
Much obliged!
and your tutorial definitly opened my appetite.
Hugo - I've really been digging your new substances! Especially that tree bark! Skype me if you ever want to dialogue about new SD ideas.
Started up a new site to download the substances. Just wanted to try to keep track of how many downloads they are getting.
http://substance.arvinmoses.com/
I've updated with a new node:
This I called the amMaterialColorBlend
It works just like the standard allegorithmic node but it allows more control over the normal map. With it you can change the direction of the normal noise - up or down, adjust the blur/bevel, and increase or decrease intensity.
You can get it here:
http://substance.arvinmoses.com/
You can get it here:
http://substance.arvinmoses.com/product/leathery-seat/
You can download the sbsar here:
http://substance.arvinmoses.com/product/cliff-v-05/
Also got featured on cgchannel! Yay!
http://www.cgchannel.com/2015/01/download-five-free-substance-procedural-materials/
I think it's getting close but need some help. I want something that will have some roughness and will actually take light rather than a straight diffuse or diffuse/normal. Any ideas?
Giving it away the sbsar- will update with link later.
Link to the sbsar file:
http://substance.arvinmoses.com/product/cliff-v-05/
Video on how to use:
[ame]https://www.youtube.com/watch?v=PGvdO66-_Mo[/ame]
In case you guy haven't seen I started a site where I'm giving away free sbsars.
Here is the chainmail mat:
http://substance.arvinmoses.com/product/chainmail/
[ame]https://www.youtube.com/watch?v=7NzDhlVaUPg&feature=em-upload_owner[/ame]
As you asked a feedback on the rocks. Might just be my opinion but the idea of "handpainted" would be more to the fact that they are naturally painted Maybe if you add some kind of effect of brush strokes that would help. Also some edging breakup would also add.
Thanks again much for the input!
Not quite there but I think it's on the right track:
Again all procedural - no actual painting
You can download it here:
http://substance.arvinmoses.com/
Sad thing is at the end of it SD crashed and refused to open the file again. I was in such a hurry I dumped all the graphs into one file.
I managed to salvage a few and here's one:
You can grab it here:
http://substance.arvinmoses.com/product/city-brick/
Video Explaining how to use:
[ame]https://www.youtube.com/watch?v=WXLfcMseetU[/ame]
Also Second part of my tutorial video on creating a tileable:
https://www.youtube.com/watch?v=DD7zEbWJgvc&feature=youtu.be
You can get it here:
http://substance.arvinmoses.com/product/sidewalk/
[ame]https://www.youtube.com/watch?v=ZL59Odk5ghk[/ame]
Please let me know if you end up using it.
You can download it here:
http://substance.arvinmoses.com/product/stylized-lamellar-armor/
It runs the following controls:
Size
Tile
Color01
Color02
Metal Scruffing
Dirt Amount
Get it here:
http://substance.arvinmoses.com/product/old-wood-sidings-0-5/
Also doing a live stream today at 2PM CST. Will be covering how to create chainmail, simple rock, a quick overview of the hand painted style, and whatever else we've got time for.
You can watch it @ www.twitch.tv/arvinmoses
Grass -
Download it here: http://substance.arvinmoses.com/product/hand-painted-grass/
Grab it here if anyone is interested.
http://substance.arvinmoses.com/product/gravel-road/