Found some time over christmas to do the current challenge! LAVA!
great work!
On what kind of mesh you render your substances to present your work and how you uv them without exploding your mesh, if the substance uses displacement? I often see it here on cubes and cylinders where the displacement matches perfectly. I have gaps on the caps because of the uv splits. Maybe you can give a short breakdown about your setup? that will help me a lot
My attempt at the wood planks challenge. Haven't figured out how to put in the long cracks that some of the boards have in the ref but here it is right now.
Not sure if this is entirely on challenge, but hey! Just a quick block out so far, need to break up the edges and add some dents and damage etc etc, probably too shiny too.
Hey, It's my first post and I'm bit late to the challenge, but here's my week 2 work Sbs file is a bit messy - i ll upload it eventually after cleaning it up.
Hello! For this week, I'm trying to create a little background around the texture proposed. Still wip, but I want it to share it with you The render is in UE4, wanted to try the vertex color material blend (on the walls).
All the materials are done for this challenge, with the exception of the pipe, it's a variation of the painted metal from week 10.
I haven't posted in a while so here's my attempt for week 10 beginner, the stamped metal sheet. Pretty happy with where I got to but I struggled to get the darker grime around the edges of the stamps.
@Hermit_Homeboy : I'm glad to see you join in. I hope you learn some awesome tricks and have fun. @caser : Awesome to see someone take a new approach to displaying the textures! Keep up the awesome work. @tr1bal : It's never too late to join the challenge! As long as people keep posting i'll keep updating! Keep up the awesome work. @peters3d: That cliff face is a tough one the horizontal split in the texture is a little jarring, try to have a softer transition, or use screens to overlay whites on your blends. It's also awesome to see you pumping out the substances mate, keep it up! @victorsantos : Nice start! I can't wait to see what you up up with next. I'm glad you are enjoying the thread.
@Tejay Thanks for the feedback. Nice to see my efforts are getting noticed, and yeah the cliff challenge is a tough one. Been looking around on substance share and Artstation to see how other people make those cliff shapes and
then been hacking away at it. I'm still not done with it, but it's at a
good stopping point for now while I stare at it and figure out what to
do with it next.
I'm working on filling out my portfolio with a large variety of materials made in substance designer. For that end I've been looking at this thread and on artstation to get ideas on what to make next.
Here's a fan pattern cobblestone material I made after following the Tutorial by Rogelio Olguin found on Gnomon.com
First time using / learning Substance Designer, having a heap of fun! I still have lots to learn obviously, compared to some of the great examples in this thread.
For the tree bark challenge. Mine ended up with a more flakiness look to it that I like, closer to a different evergreen tree bark than the one posted on the challenge. Still have some tiling issues to address but it's getting there.
Started out with Substance a couple of weeks ago and came across this thread ! Good way to get practice .. will go though the previous weeks challenges .. meanwhile here is this weeks attempt : Finding it tricky to get the exact pattern in the reference ! C&C welcome
Took another swing at my cliff material. Made the horizontal cracks a bit more irregular, less sharp than they were before. Also messed with the larger shapes some more and added in some vertical cracks in.
@Keket: Nice texture, but it is looking very flat, try some stronger normals and perhaps experiment with some height maps. Your graph doesnt look half as messy as some of my quicker substance , it will come with practice.
@Ilyhugh: Thanks for joining in! I hope to see you around more. Nice work on the substance, that is a super clean graph!
@peters3d: that bark looks great if it was intended for a sylized piece. Same with your cliff update. I'll have to try a stylized challenge one week, or multiple, it seems fun to try.
@vijoi: Glad to see another person joining the substance bandwagon! I'm sure with practice you'll nail the patterns! They dont have to be perfect representation of the reference, just an interpretation. Your begginer substance looks pretty spot on, the intermediate is looking a little flat. Try to up the forms normals or a height map to compensate further.
@robeomega: Welcome back! That metal flooring is looking sharp!
@rgbeard: Nice, that flooring is awesome, the roughness is really spot on. The checkers also makes it more interesting to look at.
Replies
This is my try of procedural rock ground in substance designer
Here's my attempt on the painted metal.
I'm new and bit late to the challenge anyway, started with Week 2
sbs: https://dl.dropboxusercontent.com/u/11712090/Week%202-%20Bronze_Copper%20Slab.sbs
The new week it up, good luck have fun!
Just a quick block out so far, need to break up the edges and add some dents and damage etc etc, probably too shiny too.
Here's mine:
There's a lot of talent in this thread, it's becoming one my polycount favourites
Week 3 - Wooden Planks
Artstation Link
@VictorSantos liking those wooden planks!
In addition, try to get more of a wood grain effect going on, and avoid the overuse of long uniform scratches to give the wood wear.
Sbs file is a bit messy - i ll upload it eventually after cleaning it up.
Still wip, but I want it to share it with you
The render is in UE4, wanted to try the vertex color material blend (on the walls).
All the materials are done for this challenge, with the exception of the pipe, it's a variation of the painted metal from week 10.
https://www.artstation.com/artwork/l96BO
@Hermit_Homeboy : I'm glad to see you join in. I hope you learn some awesome tricks and have fun.
@caser : Awesome to see someone take a new approach to displaying the textures! Keep up the awesome work.
@tr1bal : It's never too late to join the challenge! As long as people keep posting i'll keep updating! Keep up the awesome work.
@peters3d: That cliff face is a tough one the horizontal split in the texture is a little jarring, try to have a softer transition, or use screens to overlay whites on your blends. It's also awesome to see you pumping out the substances mate, keep it up!
@victorsantos : Nice start! I can't wait to see what you up up with next. I'm glad you are enjoying the thread.
Here's a shot at the metal roll up door, feedback welcome. I think the grunge is probably too noisy at the moment.
I'm working on filling out my portfolio with a large variety of materials made in substance designer. For that end I've been looking at this thread and on artstation to get ideas on what to make next.
Here's a fan pattern cobblestone material I made after following the Tutorial by Rogelio Olguin found on Gnomon.com
Here's my final render:
There are more renders on my Arstation site: https://www.artstation.com/artwork/q2EkR
(Third time trying to publish, let's hope it's the final one! )
I like the gradual devolution of organisation in my graph.
This is probably the cleanest it looks for the graphs atleast.
Finding it tricky to get the exact pattern in the reference !
C&C welcome
Here is my test on the plasicfloor.
@Keket: Nice texture, but it is looking very flat, try some stronger normals and perhaps experiment with some height maps. Your graph doesnt look half as messy as some of my quicker substance , it will come with practice.
@Ilyhugh: Thanks for joining in! I hope to see you around more. Nice work on the substance, that is a super clean graph!
@peters3d: that bark looks great if it was intended for a sylized piece. Same with your cliff update. I'll have to try a stylized challenge one week, or multiple, it seems fun to try.
@vijoi: Glad to see another person joining the substance bandwagon! I'm sure with practice you'll nail the patterns! They dont have to be perfect representation of the reference, just an interpretation. Your begginer substance looks pretty spot on, the intermediate is looking a little flat. Try to up the forms normals or a height map to compensate further.
@robeomega: Welcome back! That metal flooring is looking sharp!
@rgbeard: Nice, that flooring is awesome, the roughness is really spot on. The checkers also makes it more interesting to look at.
A look at the substance.
Download link can be found in the album on imgur. Seems like polycount just straight up removes my post if I try to link it here.