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.
If you feel anything should be modified or added to these guidelines, please let me know.
- 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.
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_SzQhttp://www.thegnomonworkshop.com/store/product/1149/#.VgeXwJeunDYWeek 1- Concrete tiles
Week 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 SlabWeek 2 thread
This week has more focus on using shapes to help achieve more unique designs like bolts/rivets.Reference 1Week 3- Wood Planks
This week we focus on warps. Controlling a warp for the thread of wood or marble can be essential. From this week on we will have two references for different skill levels. You are welcome to do both should you choose.BegginerReferenceIntermediate+ReferenceWeek 4- Fabric
You can change the colours if you'd like.BegginerReferenceIntermediate+
Take the fabric texture you've made and add the input parameters so you will be able to turn off and on a pattern you've added, with a button. Expose parameters so you able to add creases or bumps ontop of your flat fabric.
If you'd like to go even further; make it so that your texture can be altered to look wet or dirty or both.Week 5- Sand
We're begining to move into organic territory!Begginer
Mad respects to anyone who uses parameters to merge both of the skill levels together. So wet, clumps, seaweed, etc
Week 6- AsphaltBegginerreference
I would like to see people to try and encorparate the line over the cracks.referenceWeek 7- Roof shinglesBegginer
Week 8 - Cliff faces
referenceWeek 9 - Cobble stoneBegginerreferenceIntermediate+
To take the texture to the next level you are to make the above but in an arch tile set.referenceWeek 10 - MetalsBegginerreferenceIntermediate+referenceWeek 11 - GroundBegginerreferenceIntermediate+
referenceWeek 12 - BarksBegginer
oakreferenceWeek 13 - Ceramic roof tilesBegginerreferenceIntermediate+referenceExtra credit:
Its been a slow week with allegorithmic's new contest so I will be extending this week. New subject will be next week. For anyone finished and still eager here is another texture you can make. should you choose.
produced an awesome tutorial recently for ceramic tiles for anyone needing help.
Week 14 - BricksBegginerReference
Intermediate+referenceWeek 15 - Leather
Week 16 - Leaves
Because leaves scattered about can really add more variation to textures we will attempt to make some procedurally. Be sure to make that mask output.
Week 17 - Lava
Week 18 - Tiles
Week 19 - Metal plates
Week 20 - Plastic flooring
Week 21 - Pavement Skylights
Inspired by @garcellano
recent substance : linkBegginer
Intermediate+referenceWeek 22 - Snow
It has more variation than the beginner and works better as a flat material.
My try on the floor, I do not really know how to create those Growth rings on the wood, so I just went without it.
I also had an issue in decreasing space between each "desk", levels couldn't do it
Try using Dynamic Gradient:
Jakub: This is exactly why I created this challenge. Have a crack if you get stuck ask questions and people are wesome enough to help out and teach us all new things.
This is my first pass at this week's texture
What I'll do later today is make sure the boards have their own age rings and don't share them!
I admit I did not follow the reference as much as I should have done, I may amend this when I get back after one week of being away but by then I will have the next challenge to deal with so I may not end up going back.
This is looking great! I would say to lower the amount of AO however.
By the way does anyone knows why my texture looks so different depending of my lighting in Toolbag ? It feels like the contrast in the albedo is not the same depending of the angle of the camera. I used "Ennis House in both shots btw. (and my texture just look so much brighter in the substance viewport)
Plenty of hard looking woods in here :poly124:
Love your take @Swarm22 and @Jerc, you should be banned from these challenges - too good! Can't wait to perv on your sbs
@Jerc i hope you are not going to stop taking part in this challenge , its realy helpfull to see your sbs files. There are not enough tutorials for creating complex and such bueatifull susbtances imho, your work is slowly filling this gap :P
@Swarm22 are you going to share your substance file? :P
substance dropbox download: https://www.dropbox.com/s/lch5r17e6q0e32p/W3_substanceChallenge_woodpanels.sbs?dl=0
I gotta say ... I dunno, I wish people would stop posting those kinds of graph shots. That is basically a bunch of colored boxes with no useful content. I'd LOVE to zoom in on a few things like the chipped box. But I can't.
Looking awesome @tigerheart!
@Dave3d - I don't think that render did that substance justice, I checked out your SBS and damn does it look nice
Well Jerc attached his .sbs file so you can infact zoom in to your heart's content.
Yeah, fair enough.
Jerc, your .sbs link doesn't work. When I click it, it's just a page of text.
Edit: Nevermind, I swear I tried right clicking it yesterday and it was giving me the option to save as a .txt file.
Right click, save as.
Awesome sbs, I'm learning a lot digging through it but I did find one thing that I thought I should critique. The saw marks you added are a very nice touch but they seem a bit off to me.
There are 2 main tools that are used for ripping down planks of wood. The band saw which make perfectly straight lines that run perpendicular to the board length and a circular saw blade which leaves a rounded cut in the plank.
The cutting rate also determines the uniformity of the banding. If the plank is hand fed through the saw (not common) then there will be variations in the density of the saw marks. Industrially cut wood will have uniform saw marks.
tiled more with some wet patches
pattern toggled off
Also, big shout out to @Jerc, seeing how you managed to get the wood splits on the edges of the planks was very helpful. I'm hoping that the way you did it will help keep the cracks in the right spot even if the plank size is changed. Always fantastic to see how you approach your graphs.
@Dave3D Your's looks really sharp. I think it was smart to add the paint option, gives the graph more versatility.
Here is my take on the woodplanks. I kinda landed somewhere in between the references i guess.
Thanks to @jerc and @Dave3D, it helped alot to look at your graphs!
@luthyn looks great so far!
I´m calling this done for now, need to start with the next one!
Here is my .sbs :poly122:
Clean Planks (Substance File)
Damaged Planks (Substance File)
I've made a document talking about shapes generation with Substance Designer, I hope this could help some artists to be more comfortable with shape construction inside of SD.
Here it is, the picture is linked to the file :