I´m going post here my different texture studies. Goal is to find the perfect way of doing textures and the ultimate workflow that fits in every situation
Looks sweet. Really like your presentation layout too - though I'd alter it so that you can see all six clearly instead of having them overlapping (unless you can do something on the website so that the one you click comes to the top).
Hey there, I like the post. These images you uploaded are loading super slow for me. Maybe its my internet however, the first image is 11mb. Maybe upload smaller file size?
Thanks! Oops I uploaded the .png versions so the sizes are pretty huge. I´m still trying to figure out what is the best way to lay down those textures because I want them to be pretty compact because I´m going to make more of these and want to keep everything tight.
Hi all! Long time since my last update. This time I wanted to sculpt some textures and create a UE4 material that blends those. It was a pretty fun to work with these textures. I got some inspiration from the Stalker (1979) (awesome movie btw) and decided to create a wet, muddy looking textures. I tried to work as clever as possible so I can re-use stuff like the blending shader in UE4.
PBR Wet Rock - ZBrush |Photoshop|
PBR Muddy Ground - 3DS Max | Photoshop|
Here is the UE4 master shader. Right now it blends two different materials and vertex alpha is driving the water. I really like to make it more advanced but so far it´s working pretty well. Unfortunately I don´t have DX11 hardware so I couldn´t use any GPU tesselation but instead I needed to use parallax mapping
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Nice texture though.
Nice texture!
Something to keep an eye on, try not to let the textures get too noisy
I try to keep in mind that noisy aspect of textures. I´m still trying to learn more Substance Designer.
PBR Floor Tiles - Substance Designer |
PBR Stained Glass - 3DS Max |Photoshop |
Medieval Cobblestone - ZBrush | Photoshop|
Wood Shingles - ZBrush |Photoshop|
Medieval Pavement -ZBrush | Photoshop |
PBR Wet Rock - ZBrush |Photoshop|
PBR Muddy Ground - 3DS Max | Photoshop|
Here is the UE4 master shader. Right now it blends two different materials and vertex alpha is driving the water. I really like to make it more advanced but so far it´s working pretty well. Unfortunately I don´t have DX11 hardware so I couldn´t use any GPU tesselation but instead I needed to use parallax mapping
I´m going to post these into here.
PBR Aztec Ground Tiles - Substance Designer 5 |