Hey all, time to start contributing a bit to the forum.
I've been trying to learn a bit more about substance in my free time and since everyone was into bricks lately I did my own version.
I need to clean up my graph and expose parameters, but that's where it stands at the moment.
Any comment or critique appreciated
Rendered in Toolbag since I couldn't get decent renders directly out of Substance.
I will need to test it in an offline renderer as well though, since I'm mostly dealing with prerendered cinematics usually
Replies
Ofc good job man!
Kel-Shaded : Thank you, you're most likely right about the bricks, I need to tweak the roughness a bit more.
Like i said you may have reference of this wall design in which case all is good, but my limited understanding of brick laying and construction leads me to question its validity. Once that is removed...SPot on!
Whisky
rogelio : your videos have been a huge help getting to this point, most of the things happening here have been built up on top on what I learned from your tutorials. Thanks a lot
WhiskyDelta : You're completely right, something about that mortar was bothering me as well after a second look at it.
I'll try to fix it tonight when I get back home, thanks for pointing it.
I think the idea was to have someone fill up the gap with mortar after a brick fell down, but even in that case some of the borders don't really make sense
(PBR roughness/metallic + height and tessellation)
the bottom graph is from Substance Designer
Would love to observe that graph a bit closer though.
How did you go about the grout pouring out on between the bricks in some places?
Cheers!
I need to start building some base materials.
I've more or less exposed the parameters I wanted to use, I forgot a couple of them though, but just for the fun of it I generated 3 variations from the same graph :
The graph is a mess though, I need to clean up a bit before showing anything from it ^^b
I need to find a method to change the colour of the wood dynamically, at the moment I'm using gradients, but you can't expose those and the layering of colours I used for the bricks doesn't give me nice results.
I guess the easiest way would be to build different substances for different type of woods though.
Keep posting!
Keep up the good work, can't wait to see more!
Congratulations, it's fantastic.
Would you mind sharing the graph?
to answer the few questions, it took me about a week working on and off on my evenings, 30mn to an hour a day, testing stuff, deleting half of the graph and rebuilding it.
in total I would probably say 8-10hours, but I'm still learning.
For instance I spent some frustrating 2 hours trying to find a method to build a mask separating the grout material from the bricks, with a huge tree while if I were to do it now it would take me 2 nodes and 5mn...
I'm a bit reluctant with sharing the whole graph, but if you've specific questions I'll be glad to answer
I kind of like the standard one, but somthing is lacking in the hammered version
normal copper
Hammered version :
I totally understand, just wanted to see if I can learn anything from it,
but it would probably go right over my head as I'm just starting with SD.
I like the subtle color variation and also the light damage, it's gorgeous.
Thanks for the feedback, I appreciate it. You're completely right. Even though I was looking at references, I probably started getting lost tweaking too many things at once.
I went back to the hammering pattern and tried a new version :
urgaffel : Yeah I think you're right, right now I'm scattering the pattern with a splatter node, and I was planning to expose the disorder parameter, should do the trick when I'm using it.
Ged : I do those more as a practice thing. Reinventing the wheel allows me to understand how it was made and maybe add a rubber tire of my own around it.
And if you look around, among all the people on polycount who did brickwalls or wood, no 2 textures look the same. The variety of texture displayed would not have been possible if everyone had stopped after the first person did it.
But for people who need generic textures and are low on time, that's what the Substance Database is for as well.
BTW, my first substances looked really bad, I'm just not sharing them here
anyway, I'm keeping at my base materials series.
Heavy rust for today :
Rust spotted steel
So, action :
I increased the overall roughness, changed the sharpness of the rust, added a wider layer thin rust plus a bit more colour variation on the rust.
I also upped the roughness of a couple of my dirt layer.