Hi everyone,
I've been using SD for a while but I haven't shown much. Since I've seen some cool stuff being done around here I thought I might as well show mine too! I've been making both materials and some small tools, all procedural.
One of them is my cracks generator which I use to spice up my materials:
It has quite a few parameters there so it can give a wide range of results.
I have a few more to show, I'll be updating this later!
Replies
Some tips about caustic effects?
It's pretty much a FX map like Cells but with the brick shape instead. Then I just do a high pass on it, get rid of the values higher than 127 (they cause artifacts), then a slope blur with a clouds2 to get the worn edges look. You can use a splatter instead of the FX map and it'll work just fine!
By tweaking the brick roundness parameter you get either a more chaotic or a more cell-like look.
My graph looks a bit more complex but that's so it works in any size or resolution:
The animation can be achieved making the luminosity of each brick oscilate. Take a look at the Color/Luminosity graph of my fx-map:
@WarrenM and Dickie - I don't know if I'm being short sighted but I didn't have any ambitious plans for those tools, I was thinking about cleaning them up and making them available for free once the Substance Share platform comes online.
Another one: Made myself a dithering node for fun, with some controls for resampling resolution and # of shades:
Looking forward for more (:
Made some materials for fun:
I'd love to get some feedback on those!
Keep it up ! 8)
The stylized wood looks a little weird though - are you using tesselation in Marmoset? You either need to increase the tesselation amount or decrease the scale. The nails seem to be sticking out like individual triangles, and it makes it harder to read.
It's also very desaturated, which could be a stylistic choice, but I think considering it is more stylized anyway, you could push the saturation a bit more.
@Scott @Minos @xxroxx @Crazy_pixel: Thanks guys, appreciate it
@MooseCommander: You are 100% right. Looking at it right now with fresh eyes it does seem quite dull, I'll rework that. Thanks a lot!
I second this. Would really love some insights into your workflow. SD work looks amazing.
I've tweaked the wood planks a bit:
Any better?
There's no big secret behind this, I make the planks with a tile generator, chip away the edges with some slope blurs:
Then I create the wood grain like this
I made a procedural greentooth generator:
Download it here: https://dl.dropboxusercontent.com/u/10717062/Polycount/Greentooth.sbs
These are great!! how did you get the height to display on this one? did you have to export to toolbag 2 in order to see the height map working?
of course everyone will need a greentooth generator