So I've been working on starting some fan art from the Metro series. I'm starting with a small tunnel section before expanding to anything bigger! My plan is to texture everything using Substance so I can get a good grip on how it works.
I'll be dumping progress as I go, feed me back! I've got some blockouts and substance material tests, the thread might get messy
Blockout
Quick test of my workflow by making a tiny part of the piping
For learning and versatility I've been trying to make my materials as re-usable as possible by making them procedural in Substance Designer. I have a lot of learning to go, but the results are slowly coming together. The below shots are all from the one network
I've not had much time to keep going at this, but chugging along. So far had chance to get a few bits with an initial substance designer pass, its far from pretty at this stage. I'm hoping to refine the substances and meshes as I go (testing iteration speeds through substance to).
Hi, I love that photorealistic brick! Definately I will follow that thread.
Is it real-time rendered? Quixel deliver own 3d engine adn these are shots from it?
Have you made HP models of these bricks? How they are procedural?
Hi, I love that photorealistic brick! Definately I will follow that thread.
Is it real-time rendered? Quixel deliver own 3d engine adn these are shots from it?
Have you made HP models of these bricks? How they are procedural?
Cheers , the block out shot is in ue4 and everything else is in marmoset 2 while I break things down. At some point they will all be in unreal (all hail 4.7 hot reloading).
The bricks are 100% generated from substance designer with no sculpts or bitmap inputs. (I did swap some noise generators out for bitmap versions for speed sake, but they could be replaced again easy enough).
starting to work into the concrete a bit, managed to get some cracks and rough/smooth blending going on. Still a lot to fix on these atm, but sharing progress anyway tips are welcome!
I was debating whether or not to update for this, but why not :P. I started working into the wires a bit, really not happy with them so far so this is likely to get ripped out. But it was fun color masking by sub-object in substance as a test run. Really powerful way to get color IDs when none exist.
Quick first pass on some canisters and overhead bits to litter the background. Nice to take a break from the larger pieces for some of the less important assets. Starting to build a small library up for my substance work, should hopefully speed things up over time!
I'm currently in the process of moving everything into unreal 4 so I can start building the scene up more gradually. I'm working on getting some grubby mud and soil coming in through the back and being packed into the crevices. So I have some very WIP shots of some dirty tileables that will be blended in.
I randomly added in the ability to draw puddles in using the SVG after seeing it posted in the master thread. I had no idea substance had this feature until now!
I'm currently in the process of moving everything into unreal 4 so I can start building the scene up more gradually. I'm working on getting some grubby mud and soil coming in through the back and being packed into the crevices. So I have some very WIP shots of some dirty tileables that will be blended in.
I randomly added in the ability to draw puddles in using the SVG after seeing it posted in the master thread. I had no idea substance had this feature until now!
Hey Shriken, awesome progress dude! How did you get the puddles to work? =]
Cheers guys Hopefully have something in unreal to show soon.
@Whalebones: the puddles are just an SVG node used as a white mask with slope blur to mess up the edges nicely. Then I'm using the liquid noise to drive the normals and obviously a super low roughness. Super simples, nothing fancy (yet ).
I thought I'd share a very WIP shot of my initial unreal scene import. Currently balancing anything I have so far to unreal then moving back onto asset creation etc. Quite a long way to go but I'm picking up steam now.
Next to come is brackets, lights and the track itself. Still need to do a second pass on texturing too!
Great job. I played through 2033 4 times, twice in 3D on a 46" 3DTV which was amazing. The only thing i think is missing, which of course is just one opinion, is that there seem to be much less wiring happening, which i was personally fascinated with. The walls seem way too clean and brightly colored to me. Some of the textures in 2033 seem extremely complex.
Great job. I played through 2033 4 times, twice in 3D on a 46" 3DTV which was amazing. The only thing i think is missing, which of course is just one opinion, is that there seem to be much less wiring happening, which i was personally fascinated with. The walls seem way too clean and brightly colored to me. Some of the textures in 2033 seem extremely complex.
I couldn't agree more, as soon as everything is created with a simple texture I hope to go over everything that needs a second pass for more detail (not to mention lighting!).
Thanks for the kind words everyone, hopefully I won't disappoint with future updates
I decided to do something a little different as it a bank holiday and I wanted to step back from the metro for a bit so I can attack it with a fresh mind!
As such I decided some Crysis fan art would be fun instead! I tried to create a battle worn nanosuit material. Seemed fairly straight forward and the results came out alright I think. Just a few hours playing about.
when I said this thread would get messy (or should I say de-railed) I meant it!
I've been away on holiday so stopped pretty much all personal work, I did however get some time in for photography, which inevitably led me to taking lots of photos of rocks. Enough in fact that I could scan one in today when I got back. So here it is, a rock all the way from Sardinia, now in my computer.
and some marmoset viewer for good measure: (if anyone knows how to embed these, please let me know how)
I can share some of my source photos etc if you want to see more .
but my process was roughly,
1) take photos
2) process raw files to level out light information in Photoshop
3) use agisoft to construct the scan mesh
4) use zbrush to mask and clean up the geo slightly
5) use maya to set up objs
6) use substance to bake details down to a low poly version and use baked masks etc to re-work the scanned in texture and transfer it to the low poly.
Replies
Is it real-time rendered? Quixel deliver own 3d engine adn these are shots from it?
Have you made HP models of these bricks? How they are procedural?
Cheers , the block out shot is in ue4 and everything else is in marmoset 2 while I break things down. At some point they will all be in unreal (all hail 4.7 hot reloading).
The bricks are 100% generated from substance designer with no sculpts or bitmap inputs. (I did swap some noise generators out for bitmap versions for speed sake, but they could be replaced again easy enough).
Hope that helps!
I randomly added in the ability to draw puddles in using the SVG after seeing it posted in the master thread. I had no idea substance had this feature until now!
Hey Shriken, awesome progress dude! How did you get the puddles to work? =]
@Whalebones: the puddles are just an SVG node used as a white mask with slope blur to mess up the edges nicely. Then I'm using the liquid noise to drive the normals and obviously a super low roughness. Super simples, nothing fancy (yet ).
quick example:
Next to come is brackets, lights and the track itself. Still need to do a second pass on texturing too!
I couldn't agree more, as soon as everything is created with a simple texture I hope to go over everything that needs a second pass for more detail (not to mention lighting!).
Thanks for the kind words everyone, hopefully I won't disappoint with future updates
As such I decided some Crysis fan art would be fun instead! I tried to create a battle worn nanosuit material. Seemed fairly straight forward and the results came out alright I think. Just a few hours playing about.
close up with more light
I've been away on holiday so stopped pretty much all personal work, I did however get some time in for photography, which inevitably led me to taking lots of photos of rocks. Enough in fact that I could scan one in today when I got back. So here it is, a rock all the way from Sardinia, now in my computer.
and some marmoset viewer for good measure: (if anyone knows how to embed these, please let me know how)
https://www.artstation.com/embed/944444
I'll be going back to my Metro scene now, I promise
love all the textures.
looking forward to see more
I can share some of my source photos etc if you want to see more .
but my process was roughly,
1) take photos
2) process raw files to level out light information in Photoshop
3) use agisoft to construct the scan mesh
4) use zbrush to mask and clean up the geo slightly
5) use maya to set up objs
6) use substance to bake details down to a low poly version and use baked masks etc to re-work the scanned in texture and transfer it to the low poly.
Hope that explains it a bit!
https://www.artstation.com/artwork/pbr-procedural-hard-surface