Hey everyone. Recently I've been trying to up my game on substance designer, like many of you. After working with someone else proved most helpful, I decided what better way to expand on that than create one of the many loved challenge threads.
How it works- Each week I will be posting a new texture for us to make.
- You are free to approach it from any way you would like.
- Deadlines aren't enforced. Just encouraged, but feel free to do any you have miss.
Guidelines- Rookies to pros, all are welcome to join in.
- Please critique when possible, this is for learning.
- Ask questions. If you are struggling you can ask for help.
- Posting WIP's is encouraged. It's always good to see peoples process and development .
- Use of height/displacement maps are welcome.
- Display the textures in any real time engine. (Marmoset, UE4, Cryengine, Unity, etc.)
- Procedural only, no importing masks, diffuse or normals. It's rough at first but the best way to learn.
- If you display your nodes please make them close enough to read.
- Sharing of substance files is most welcome. It's a great resource to learn from. (please list your version for ease of use)
- If you are game, go further and use parameters to create alterable textures.
If you feel anything should be modified or added to these guidelines, please let me know.
There is a skype group, PM me if you'd like to join!Resourceshttp://wiki.polycount.com/wiki/Substance_Designerhttp://wiki.polycount.com/wiki/PBRhttps://www.youtube.com/channel/UC-toy9WMImypmLAiU9h_SzQ
Week 1- Concrete tilesWeek 1 thread
A nice easy one for beginners but plenty of places to take it for more advanced.
Reference 1Reference 2
Week 2- Bronze/Copper Slab
This week has more focus on using shapes to help achieve more unique designs like bolts/rivets.
Replies
LINK TO THE SUBSTANCE
Cheers !
I Put down the base material tonight and will tackle the rivets and bolts tomorrow!
Here's a new screen and a little video showing what I've been trying to achieve with the normal/roughness. Tried to make it look more irregular.
Cheers ! Yours looks awesome, I really like the details you put in the material.
VIDEO
and an idea of the graph:
I really love this one. I really racked my brain today trying to get a result similar to this but I was having a lot of trouble with the darkened tarnished areas. Would you be able to shed some light on how you achieved that look or make the sbs available? Thanks, great job.
https://www.dropbox.com/s/8i1mudf0jn0ekyq/Copper.sbs?dl=0
Haven't checked out the substance just yet, but I just wanted to say thanks for the explanation and sharing the substance. So helpful when others can actually get in there and dissect it.
Absolutely. Big thanks, Creative. Much appreciated.
Here is what i got so far:
For the welding mask , I take the shape node I just created ( the bigger one ) and use it with bevel node , then blend it with itself as a mask and blend it with a grunge map to add some randomness .
render looks to bright on the metal and also the wear around the nails doesn't have enough variation, step up the game friend!
Insane stuff Jerc Really impressive. Are you using the fibre noise to get that stepped dirt effect?
Here is mine.
I actually used a dirty hack! I took the Dripping Rust mask generator and plugged a grunge map as a curvature and a random splat of gradients as my position map.
It gives me dirt spots with some directionality to them, I then warp them a little bit to break the patterns continuity and voila
Damn that's clever. I guess this is the stuff you think of as you delve further into the program. Thanks for the insight!
Jerc and walklikethis: awesome stuff
yeah man You can see the camera options in the 3D View, Scene, Edit and then you get all the camera options like DoF and FoV lens flare etc.
The yellow and orange comes from having the Metallic channel have a white input. A white input will mean all reflected light (which would be white) is reflected at the same colour as the material. So the orange and yellow comes from the material.
In the 3D view you can press "L" which switches to light mode and you can move the light around. If you hold down control and right click and then push forwards or backwards on the mouse, the radius of spot light will get bigger or smaller.
Then i usually screen grab or you can render out a screenshot. I always do a simple sharpen in PS, it helps crisp up some of those edges.
Hope this helps
Gotta keep watching tutorials!
Just one question, why is everyone's substances ending up so much more orange than mine. Is it wrong to be using the values from Substance or is it best to tweak the albedo value to your liking?
I'll post something tommorrow for sure!
So it could be what i was saying above with the metallic slot being set to black, which you want to be white as it's a metal.
But it doesn't detract from the finish, great work.
@soldius that's what it's all about man
Its fine. I personally would prefer for the challenge to start each Monday because it is the start of the week.
@walklikethis
The Metal is white where it should be so I don't think that is the reason. I am currently using the values from Substances PBR utilities and this is the result that you get from that.
It should be fine it still looks enough like copper albeit not being as red as some copper.
I have changed the rust instead to oxidation and added a slight normal to that not sure if this is a better change however.
Here is my Substance file if anyone is interested.
https://www.mediafire.com/?o70amkhggbl8cd2
Also gotta give props to Jerk for the awesome technique he showed off.
Looking good so far. I want to join this challenge but the I can't see the reference picture, it seems to be broken.
and i thought i'd post my graph just in case anybody was feeling down on their organization skills - this should help you feel better.