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!
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In all honesty, the most amazing substances i ever seen were made by Hugo Beyer , his leaves are amazing.
I wanted to try a material like this for a while, and this is the perfect occasion .
Inspired by Eedobaba7726 I decided to try and add some angling to my manhole cover as well.
Substance Designer crashes every time I close and re-open the 3d view, so it might take me a while to make some more renders with different parameters.
So just a few more small tweaks, and ill put the update in Substance Share .
Cool thing is, the rust conforms to the slanting as well, so there are some drip like effects. Slanting here is hard to see, more renders tomorrow .
If you like my materials, a vote would be very welcome, as is any and all feedback .
And the parameters you can play with:
Iray renderer.
With some better input photographs, this could be a super-easy way to make very detailed materials, very fast.
Get it here.
I updated the gallery of my site with some IRay goodness.
Procedural Design gallery.
Im in the process of preparing the substances from my blog for substance share. More info soon.
You can download the substance here.
More of my free substances can be found here.
Enjoy!
I've been quiet fro a while, but I have been busy.
Nowadays I'm thrilled to be a texture artist for Pillar4 Interactive, who are making X-Shift.
Here are some renders of what I'm doing there:
These are just a few of the many many many materials that'll be in the game, that I can show so far.
More coming soon!
Its a great team to work with
Working on a rotten wood floor material for Substance Share.
https://www.artstation.com/artwork/Wg9GJ
The saw marks now have some roundness, and the height- and normal maps are a bit more refined.
Enjoy.
https://share.allegorithmic.com/libraries/1929
I turned off the paint, so I could focus on the very small details. I'm getting close, but the mortar/cement needs some attention, and the finer grains need some more colour variation.
SD doesn't have tessellation controls for iRay for now, so I imported a tapered cylinder that was a bit low in the density department unfortunately.
More images here.
Cheers!
Inspired by a wall near where I live .
Updating my Artstation with some new renders of older work .
https://www.artstation.com/artist/kayv
Its been a while since I last posted. It was a bit of a turbulent period (I became a father, but lots of in and out of hospitals since our daughter was born very prematurely. She is doing great now luckily, and I've started working a couple of days again ).
I've updated my Artstation with some fresh renders of older work. Substance work from a (too?) ambitious MMO project that got cancelled unfortunately, and from an unreleased horror substance asset pack that was meant for the unreal asset store, but ended up in the freezer. Perhaps the (indie) studio i made them for wants to publish it eventually, which would be cool.
Ill be putting some newer things on soon .
I missed you guys, glad to be back.
Cheers!
Uploading to Substance Share NOW
https://www.artstation.com/artwork/JPDKD
Doodle that ill put on Substance Share once its a bit more refined.
The stitches were easier then you might guess haha, (but kinda messy in the corners). I blurred the height for the "pillow', used dynamic gradient with a gradient going from black->white->black and a levels node to create a outline, multiplied it with a checker noise (64x64 tiles), aand thee my stitches were. Just added a slight blur to round them too.
https://www.artstation.com/artwork/1ayzq
More renders at my Artstation.
More on my artstation