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
The glare is subtle, but there. Some beads of sand are more reflective then others.
Thanks!!
Its inverted cells . Cant share much more :P
edit: moved the pic to its own thread so I don't mess up your thread
@Ikruel, looks good! I posted a small hint as well .
@CreativeHD, Thanks! Just doing what i love most :P
How did you guys learn this lol?
Thanks Immanu'EL Segol!
I've been making procedural textures/materials for nearly 10 years, and I learned most by experimentation as MattyWS said. Also picking apart substances others made helps a lot. There is a near infinite number of combinations you can make with the nodes, and some of which work. So by trial and error, and looking at what others did, you can make new combinations for specific effects etc.
The more time you put into it, the faster you'll learn. To the point that when you see a surface, you sort of instantly know hat nodes you could use to replicate it.
Here is a new freebie. This time dark stone tiles inspired by Destiny.
Enjoy!
Here are some screen-grabs of work I did for Zero Latency VR. Models were made by James Brady. Bakes and a paint-over from zbrush, along with the models were supplied to me, so I could texture the assets with Substance Designer.
Before:
After:
Other renders:
On the substances:
All of them have adjustable parameters. For the bodies there are parameters for age (affects dryness, cracks and colour of the skin. So fresh zombies and more decayed zombies can be randomised if needed).
There are parameters for dirt, old dried blood, blood splatter, cavity blood, blood dips from eyes ears and nose (the length of those).
There are separate parameters for the eyes, so you can have fresh eyes, bloodshot eyes, and even dried out, almost opaque eyes. And a hue, saturation and brightness parameter for the iris.
For the teeth there are parameters for colour as well. And parameters for dirtiness and bloodiness.
The clothes and shoes have parameters for dust, dirt, mud, splatter and colours. (Some items have more then 1 colour, for instance the sneakers. The colours can be adjusted independently for those, with parameters for each colour.)
Ill put up some new stuff soon.
Man, time to Buy Substance Live and to learn dis amazing shit!
Edit:
Can we use your Substances for Commercial Purpose,too?
Hey Gazu!
I wish I worked for Allegorithmic and make substances all day haha. But no, im no marketer. I'm just strangely passionate about procedural materials haha.
You can use my materials for educational purposes, and accredit me wherever and whenever you use art I made, but not for commercial purposes. I'm a starving artist too haha.
Cheers!
Thanks! The models were made by James Brady, so I cant take credit for those. The models were very nice to work with, clear and efficient uv maps. That made it easy to make the blood drips in the face etc. The mask generators in SD are also a dream to work with.
At the time I made them there wasn't yet a mask generator you could customise in one node, so i made several node groups to do that. The latest version does have flexible one-node custom mask generator though.
BRAAAAAAAAAAAAINS
Hey Gazu!
I might in the future. As useful as tutorials are, i personally learned most by picking apart others work, as well as the sbs files that came with SD.
If it were a paid job, I could write a book on how to make neat materials though, but I'm afraid that paying bills is higher on the list then make free tutorials .
Inspired by this (made by Frank Robbins):
Its around 80% done. Just some small tweaks to more closely mimic the original.
Get the Substance here.
Cheers!
So far making tutorials hasn't been very lucrative, but perhaps in the future .
A material inspired by the dwarves in the Elder Scrolls games.
Cheers, K
There is an emissive map in there as well, it makes the marble vein glow.
The material is loosely inspired by Skyrim's Dwarven architecture.
The material will be on substance share shortly, so you can check out the graph.
Its relatively simple, although I put in some optimisation tricks like keeping some nodes lower res, and using as few normal nodes as I can. (basically combining height maps to make the normal, as opposed to loads of normal combine nodes).
(Urban entry for the substance challenge).
The blood looks like paint. Maybe you need to make it look like it's pooling in some of the indentations on the tarmac whilst revealing more of the underlying relief on the higher bits. That might make it look less viscous.
Other than that it's looking great
Thanks for the feedback!
Here are some renders.
They vary in dirt, moss, manhole shape, lock number and rust.
a thing I noticed on the bloody ground thingy, what looks like cracks in the asphalt, some of the cracks looks like its inverted, intended?
yes, thats intended. The darker, shinier bits are that tar-like stuff they smear in the cracks to mend them.