Hi,
Been learning Substance designer for a short while now; and made a quick start on the contest but wanted to share some of the textures i've made and rendered in Marmoset.
These textures are completely procedural, nothing has been imported and used the standard nodes, and wanted to say a big thanks to the guys on the Polycount Monthly Noob Challenge Skype, and the Substance Designer forum for constant critiques
Rough Wooden Planks:
Royal Ceramic Tiles:
Brickwork:
Sci-Fi Floor with Bulbs:
Cobblestone:
More to come shortly, and obviously critique would be appreciated
Replies
I bet!
My substance network is pretty long but organised. These all look the same in UE4 as they are in marmoset. Used the roughness workflow too
totally awesome in general though i wanna try this too
On the wood, I'm not sure if it's because I can see the edges of the plane, but the gaps between the planks seem a little flat, try increasing the depth of the normal map in between the planks.
Also on the cobblestone (and possibly brick) material, I think it could add a lot to have some parallax set up, I don't know if you can achieve that in Marmoset with a height map but in Unreal it would make it pop a lot more.
Thanks for taking the time to post, it's appreciated! In regard to the bricks I know what you mean, it doesn't look particularly deep and I think a parralax map could fix that the cobblestones also, the edges don't look very defined and sort of blend into the ground... I see that now again will try the parralax the waviness however I kinda like haha! But thank you will definitely make changes!
@failhappy
Substance can be amazing man definitely give it a shot! I think my sci fi floor was probably the hardest
The gaps between was difficult to not overdo but I'll bump it up some more; and thanks for the idea of the parralax mapping!! I think it'll solve a lot of those issues! I believe I can generate a height and tweak it in marmoset
Thanks guys! Will post more after I've made these changes keep the feedback coming
As far as critique, I believe the red brick could stand to have a little bit of miscoloration per brick. Right now they are all 100% exactly the same shade of red.
Wow thanks for the crit, didn't even realise someone had posted
Will post the update tonight, i'll increase the light intensity
Perhaps its better I use a box instead of a plane? Might solve a few of these visual issues and might represent the material better.
I've noticed on the cobblestone some of the cracks match up on the bricks, the really noticeable one is this one circled:
I think you should try to make it look like they don't connect, apart from that everything looks spot on
EDIT: Also, I think it might make the renders look better if you use a chamfered cube with smooth edges, that way you could easily see the tileability of the textures
See my image attached, its not one hundred percent though you see how i blend the original sandstone texture with a transform 2D.
My original file got corrupted so i couldnt post.
Maybe someone can understand better how the order of nodes should be because i definatly have no idea, lol.
Check this link out
https://forum.allegorithmic.com/index.php?topic=203.msg801#msg801
Hi,
not sure why you posted here but think you got the wrong thread.
All critiques still appreciated ... if only I had that darn polycount graph... explains everything ;D
Hey!
Cheers for the crit; I think I will definitely go over each substance I have here and see if I can push them abit further. I agree with the waviness of the tiles looking abit repetitive.
In regards to the materials looking shiny, I also agree; others recommended pushing the brightness up abit and since I've done that things look abit bright and shiny in particular places.. especially the wood imo.
I think over this weekend it'll be a case of using a chamfered box to show the tiling; lower the brightness just a tad, look at the roughness of a few ( I've been comparing to quixels scan data) and maybe upload a couple of new ones I've been working on!
Thanks kosh!