Hi guys!
Ill share some of the things I made with Substance designer and painter here. I'm a texture generalist (if there is such a thing, mostly uv-mapping and texturing models, but also seamless materials and other procedural artwork like plants and terrains, which I also texture with Substance Designer).
All feedback is welcome. Cheers!
Replies
You can get the rar with the SBS and SBSAR files (and 4k rendered maps) here: http://kay-vriend.blogspot.nl/
I have several more ideas for free substances, but suggestions are always welcome. These are great practice, and a good source of feedback.
Cheers!
Hi Brad,
For these substances I haven't used substance painter yet. I want to use it for some specific substances, (Horror theme. Which I cant share (yet?), but I will make a separate one available for free, based on the same theme). I cant release commercial work, so ill have to make that one in my own time .
Cheers!
The last substance you are working on here is throwing me off a little. It seems none of the larger pools of blood are seeping over the grout line onto the next tiles. You may have specific reference for this, but I would expect the some of the pools to be able to clear the height of the adjacent tiles?
Regarding the graphs, thanks! It saves me time backtracking if I organize them a bit. I worked With Genetica for almost 10 years, and those graphs were always cascading down in a linear fashion (even though the workflow wasn't linear). I guess the tidiness kind of stuck with me haha.
yeah that is a bit weird. I'm using the "ground dirt" mask generator to make sure the blood seeps upward from the deepest parts of the heightmap. There is a bit of slant top the vinyl tiles, but not much. Not sure why the blood isn't spilling over to the next time though. If I have more tinker time ill try and see how to make that a bit more realistic.
Thanks for pointing that one out .
Cheers!
(Commercial work, so i cant share the source file )
Working on a horror material set. Several floors, walls and ceilings.
I feel your bloody tiles are not up to the same level.
I think the blood should overlap the tiles more, blood is a liquid but pretty thick, and your tiles shouldn't have such a slant that it prevents the blood from seeping over the next tile .
On the tile pattern itself, I think some of the noises you have are a bit too regular, all going in a 90 degrees direction.
yeah i see what you mean. Getting organic looking noises is quite hard. I'm still working on the blood, and yeah i agree, the slant behaves a bit oddly it seems.
Thanks for the feedback!
So far only the height and normal are shown. What's left is mask generators, and diffuse/roughness/metallic.
Made with Substance Designer 5.
I like how the cement droops a bit.
4K:
As you say, the dungeon wall need sharper defined stones, it looks a bit too gooey right now.
The surface feels a bit too lumpy as well.
on the paint peeling, you may want to mask the curving effect on some parts of the peeling paint. It feels a bit too uniform at the moment. Every part of the paint is peeling upward the same amount.
it should especially be way less strong around your smaller cracks IMO
But otherwise great job, I'm impressed by the amount of new stuff you output daily
Hi Aelwine,
Thanks for the feedback on the paint, thats a great idea! Ill put that in and show the results.
Cheers!
I updated the wood in SD5, so it should yield the same results as in my screencaptures. (Both the SBS and SBSAR.)
Enjoy!
(Dropbox is still uploading the file, but in a few minutes it can be found here: http://kay-vriend.blogspot.nl/2015/02/wood-board.html )
The next free Substance is live, find it here.
(Blog found here: http://kay-vriend.blogspot.com/ )
I upgraded my dropbox, so downloads are available again. I was hosting the files from my dropbox, but generated excessive traffic according to them. (Pretty cool that that many people download the substances, but now there wont be interrupted downloads any more).
Thanks for the support, and let me know if the downloads still fail.
Best regards,
K
I love sharing some freebies every now and then, this gets me good feedback, and that helps a lot.
Yeah, I always try to keep the graphs somewhat readable in case I need to go back and change something, or if I need to send assets to other artists. I used to work a lot in genetica, and that was a bit more linear. I guess that rubbed off on me haha.
Thanks!
Yeah i guess you're right haha. Ill try and balance it a bit. Thanks for the feedback!
Really very cool of you to show and share this stuff man, I'll be taking a look at how you did your wood for something I'm making now, will be a big help