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
Thanks for all the feedback guys!
Its great fun working like this. I can only share what i make in my free time on my blog, but i can share screenshots of some commercial work. Can you show me how the final results look for your wood? Would love to see it.
For the knots you can use the dynamic gradient instead of a manually created one, that will give you more or less rings without any effort .
Cheers!
I have also been trying to so a similar thing to you with nails positioned in from a series of planks, but cant figure out a way to position them just in from the end of each plank. Would you mind sharing how you accomplished this?
I would love to see what you've used the knots in (If you guys want to share screenshots i will put them on my blog in the wood post if you would like that).
What I did (cant share too much, sorry). Was copy the bricks node I used for the boards, and have a wide gap for each board at the horizontal ends. That gap-mask inverted is what I use to select nails near the edge of the boards.
Thanks for the compliments!
Enjoy!
Get the files here.
Very interesting work! Thanks for sharing! I really like how the final version of your dungeon wall looks. The Grout / cement came up great.
What was your inspiration for the Alien material?
@DanleiR17,
Yeah that dungeon wall was a lot of fun to make. I used some directional warps to get the random look on the stones, and scatter the noises. Also the slope blur helped with the grout. (Pulling it down with several slope blurs, and using a max blend to mix it together).
For the alien material i kind of improvised. I had to make a reaction diffusion pattern for termite damage in another material, and thought that pattern could be used for something strange and cool. So i just made a paint and metal material, added some dirt and weird glowing stuff. Just to show off that pattern i guess haha. You could use it for coral, brains, fur, and more alien stuff.
I did love the alien movies and prometheus. Perhaps some of that rubbed off on this material?
Cheers!
Working on blood splatter decals. I tried the particle brushes in Painter, but couldn't get the look I wanted. This is in SD5.
This will be a new free substance on my blog when its done.
Have a good weekend guys .
Once I can get Marmoset Toolbag I can show the heightmap a bit better.
Thanks Ged!
In Unreal you can easily instance the substance to get loads of variations with just one import.
1K:
4K:
In lower resolutions then 1K it kind of falls apart, but as a 1K decal it looks pretty convincing.
I used the Cartesian to polar (or was it polar to Cartesian?) to make the spiral and the "star, and loads of warps and blurs to get the web to look more realistic. There is an adjustable parameter in there for gravity influence, causing the web to sag a bit too.
Enjoy!
This one doesnt use a PBR shader, in order to show the tesselation.
Same here.
The cliff will be a free download later on. Ill post here when its online ,
Cheers!
Lower resolution holds up quite nicely!
I'm new to the toolbag, so I'm still working on a nice scene to show the materials in.
Hopefully they will integrate Substance Designer 5 substances soon .
The cliff will be a free substance downloadable from my blog. 100% procedural.
I just need to clean the graph up a bit and then i will put the SBS and SBSAR files online. .
Enjoy!
Download it here.
Thanks Whalebones!
Let me know if you have questions about the graph etc.
If you do use the substance, screenshots are more then welcome .
Cheers!
Im currently available for work. Feel free to contact me.
Cheers!
What is left to do are the bevels, they are a bit too sharp. The diffuse, roughness and metallic maps. Dirtying it up, and refining the patterns a bit.
So far around 1.5 hour spent on researching the pattern and translating it into substance.
More renders.
Check it out!
Before:
After:
Before:
After: