I wanted to add more natural elements and debris, maybe I'll have to revisit this one at some point. I'll try to post some variations as soon as I figure out a good way to present these.
Nothing to show this week, I'll be back in the field soon.
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.
@bradhb3d Super sharp . I love the color variation throughout the wood grain. How are you handling the plank scaling? I've been trying to use the X and Y scaling in the Tile node, but wasn't sure how to keep the Interstice width right as you scale down.
@Robeomega You may be right. The ao might be bit dark. I'm also working on my Marmoset presets too. This is my first test with it. The lighting is pretty crunchy, and the tone curve adds a bit contrast on top.
@luthyn I actually don't use the spacer controls from Tile Random. I use the edge detect, with a bit of filtering and contrast to dial in on just the right scale. This gives me more flexibility for lots of other things too if I don't have to worry about how to handle the gaps coming out of the Tile Random node.
Nothing to show this week, I'll be back in the field soon.
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 :
Awesome info here god3ila, but I have a question because I always have a problem with blending shapes like you do on page 13 of the pdf. whenever I try to blend the tiles like you have made together. where you have a thin black outline on the tiles and I get this
I know were taking this thread a bit off topic here, but I couldnt help myself when it comes to god3ila's post. I had to try and see if I could mimic it. The only thing I couldn't really understand was the parameter exposing portion where it goes in to making the entire texture tile. I definitely understand the concept, but I think things are a little unclear there. The tutorial is probably for more intermediate users and I think right now I'd consider myself on the teetering edge between beginner and intermediate.
Love the idea of these challenges. I know I can benefit from this, so I'll be grinding out a few more in the coming of days. I'm open to feedback on this guy though!! Much appreciated, all!
Awesome info here god3ila, but I have a question because I always have a problem with blending shapes like you do on page 13 of the pdf. whenever I try to blend the tiles like you have made together. where you have a thin black outline on the tiles and I get this
To me this looks like you need to play around with the initial square size. The tutorial doesnt make this super clear and it gives you a broad overview, but thats how I was able to figure it out (by playing with all the handles for U&V spacing/tiling/offsets).
Got a first pass done on the fabric. I wish I had more time to do some sweet FX map stuff. I can't really get exactly what I want with the composting graph alone, but I'll stick with this for now.
I managed to get a decent start on a thread pattern utility anyway.
@Limewax: I really appreciate that you took the time to redo this little tutorial, the result is pretty good !
I know that the 'tiling exposing' part is a bit short, but as I was writing this, I was telling myself that I could not go too far into the Substance functions and that I'd better do another .pdf, because it's a very huge topic. That's why I choose to mention at the beginning that it's more of an intermediate tutorial, if you got any specific question about it, feel free to PM me and I'll be glad to answer.
@RaptorCWS: I guess @Limewax is right, it's all about tweaking the size of your shapes to make them fit. If you're stuck you can send me your .sbs file and I'll check it out.
I went all out on my alterations for the fabric. Thought i'd link a pic to all the parameters as well. I went all out and made it so you could even change the wetness or mud to cover part or all of the texture. Substance can be downloaded here.
@bradhb3d, how much influence do you usually let the fabric wrinkles and folds have? Say if you were mixing this with bake information, would you still want the Substance material to add details like that? Or just let it be a parameter that you could adjust the intensity on?
Also, does the color of the wet fabric change based off of the base color of the rest of the fabric?
And as always, fantastic to see your stuff! Keep it up!
@luthyn, It depends really. Organic, overlapping, complex folds I would of course simulate or sculpt.. but superficial creases or folds I would probably do in Substance like I did above. I would of course have specialized utility nodes like this tiling seam (made from both a fold utility and a stitch utility bashed togeter)
The wetness is based on a couple things right now, base color one of them. I'm going to try to improve the dynamic wetness on the sand challenge if I have time.
This quick Substance viewport grab actually shows the material response better than my toolbag lighting setup.
tigherheart: the thread was tricky for sure but try to add a gradient to threads as the lower to make it feel more like a dip. Otherwise looking sharp.
Bradhb3d: course you can stay mate :P You should share your secrets to me as payment though i want to learn from them mad skills.
The only stuff that could add an extra push to the fiber stuff is something like this. adding some slight randomness and micro imperfections. Not that I have done it myself just suggesting to see who takes it further
@Tejay, that sounds like a fair trade! I'm actually trying to figure out how to get more info out there. I'm currently building lots of utility nodes at home, so unfortunately screen shots of my graphs won't show many stock nodes. I'll keep my eye out though for little tips though!
@eedobaba7726, Looking good! If I may, the low frequency forms feel like they drop off a bit too soon. If more of the terrain was varying across longer low frequency waves, that would just set this off! It looks like your wet sand could stand to get a bit darker too.
Home sick tonight, but I managed to get a quick first pass on my sand base. I'm excited for this one!
Where are all these awesome pros coming from?! I need to up my game even harder somehow!
Bradhb3d: I dont know about everyone but i've learnt a lot from being able to disect other peoples substance files but wips and just showing progress like those fabric threads were enough to spark new ideas.
eebdobaba7726: :poly101: that is just....too much awesome.
MattyWS: Go ahead if you want. I'm sure you can push it even further!
Made a dirty beach sand with puddles controlled by a parameter.
Nice detail! I want to run all over it in bare feet..then cry because they got cut up from those stones. It works really well in macro, can we see it from like an average height?
Got a pass done on my Wavy Sand Base Forms Generator. Also starting to playing around with Toolbag's sweet, sweet light scattering features.
Still need some high frequency sand clump details, and to make rocks and twigs
Here's a few renders the Wavy Sand with various settings..
I need to get Marmoset. I tried to get that slight specular on the odd grain of sand in my texture but the Substance Designer viewport doesn't show it very clearly, You seem to have that look that I was going for in that regard. I love how fluffy your sand looks too! Are you going by any reference? I can't think of any instance where sand would form that way.
@MattyWS, I'm starting to love Marmoset. I've been very late to adopt, and while it may not be perfect, I'm finding that it's very flexible and fast. I love it. As far as reference goes... I guess I'm just used to riffing off the reference provided, and doing whatever I think it visually interesting. I'm just having fun with form and rhythm.
@Stavaas, That will actually be tough since I'm creating and using lots of my own nodes.. so I have a deep network of dependencies. However, I'll be working on some mini tuts and examples as I go along in the challenges. There might be some more in-depth videos in the future too if I can carve out the time :poly121:
@Tzur_H, While I do have some tricks and some nodes that I've made for certain effects.. the most important thing is good breakdown of form. I Substance like I sculpt. I isolate, abstract and combine multiple frequencies of forms. This way, some things are flexible and interchangeable as well.
@MattyWS, I'm starting to love Marmoset. I've been very late to adopt, and while it may not be perfect, I'm finding that it's very flexible and fast. I love it. As far as reference goes... I guess I'm just used to riffing off the reference provided, and doing whatever I think it visually interesting. I'm just having fun with form and rhythm.
@Stavaas, That will actually be tough since I'm creating and using lots of my own nodes.. so I have a deep network of dependencies. However, I'll be working on some mini tuts and examples as I go along in the challenges. There might be some more in-depth videos in the future too if I can carve out the time :poly121:
@Tzur_H, While I do have some tricks and some nodes that I've made for certain effects.. the most important thing is good breakdown of form. I Substance like I sculpt. I isolate, abstract and combine multiple frequencies of forms. This way, some things are flexible and interchangeable as well.
Replies
I wanted to add more natural elements and debris, maybe I'll have to revisit this one at some point. I'll try to post some variations as soon as I figure out a good way to present these.
I like it! Maybe the darkness in between the planks is too dark but that can probably be resolved by reducing the AO there.
Looking good! :thumbup::\
Thanks for doing this.
Very excited to see you part of these challenges!
@Robeomega You may be right. The ao might be bit dark. I'm also working on my Marmoset presets too. This is my first test with it. The lighting is pretty crunchy, and the tone curve adds a bit contrast on top.
@luthyn I actually don't use the spacer controls from Tile Random. I use the edge detect, with a bit of filtering and contrast to dial in on just the right scale. This gives me more flexibility for lots of other things too if I don't have to worry about how to handle the gaps coming out of the Tile Random node.
Awesome info here god3ila, but I have a question because I always have a problem with blending shapes like you do on page 13 of the pdf. whenever I try to blend the tiles like you have made together. where you have a thin black outline on the tiles and I get this
Love the idea of these challenges. I know I can benefit from this, so I'll be grinding out a few more in the coming of days. I'm open to feedback on this guy though!! Much appreciated, all!
To me this looks like you need to play around with the initial square size. The tutorial doesnt make this super clear and it gives you a broad overview, but thats how I was able to figure it out (by playing with all the handles for U&V spacing/tiling/offsets).
et le SBS
Got a first pass done on the fabric. I wish I had more time to do some sweet FX map stuff. I can't really get exactly what I want with the composting graph alone, but I'll stick with this for now.
I managed to get a decent start on a thread pattern utility anyway.
@Limewax : I really appreciate that you took the time to redo this little tutorial, the result is pretty good !
I know that the 'tiling exposing' part is a bit short, but as I was writing this, I was telling myself that I could not go too far into the Substance functions and that I'd better do another .pdf, because it's a very huge topic. That's why I choose to mention at the beginning that it's more of an intermediate tutorial, if you got any specific question about it, feel free to PM me and I'll be glad to answer.
@RaptorCWS: I guess @Limewax is right, it's all about tweaking the size of your shapes to make them fit. If you're stuck you can send me your .sbs file and I'll check it out.
and the basic utility pattern I made:
The pattern have a few variable such as the number of thread and the tiling.
I think I'll call it quits on this one for now. I'm ready for some sand!
Did some basic fiber variations on top of crumpled seams and folds; added support for a simple stitched seam and did a basic wetness control.
Late to the party here so I thought I'd start with the first challenge. I'm about 1.5 hours in for this Substance. Any suggestions?
Also, does the color of the wet fabric change based off of the base color of the rest of the fabric?
And as always, fantastic to see your stuff! Keep it up!
The wetness is based on a couple things right now, base color one of them. I'm going to try to improve the dynamic wetness on the sand challenge if I have time.
This quick Substance viewport grab actually shows the material response better than my toolbag lighting setup.
Bradhb3d: course you can stay mate :P You should share your secrets to me as payment though i want to learn from them mad skills.
The only stuff that could add an extra push to the fiber stuff is something like this. adding some slight randomness and micro imperfections. Not that I have done it myself just suggesting to see who takes it further
I need to get into this myself
@eedobaba7726, Looking good! If I may, the low frequency forms feel like they drop off a bit too soon. If more of the terrain was varying across longer low frequency waves, that would just set this off! It looks like your wet sand could stand to get a bit darker too.
Home sick tonight, but I managed to get a quick first pass on my sand base. I'm excited for this one!
Bradhb3d: I dont know about everyone but i've learnt a lot from being able to disect other peoples substance files but wips and just showing progress like those fabric threads were enough to spark new ideas.
eebdobaba7726: :poly101: that is just....too much awesome.
MattyWS: Go ahead if you want. I'm sure you can push it even further!
Think I need to get started on this today.
Nice detail! I want to run all over it in bare feet..then cry because they got cut up from those stones. It works really well in macro, can we see it from like an average height?
Can always use more love, but I'm excited to shift over to sand. Quite a bit to live up to already haha .
I've done a tiling wood texture previously, I hope you don't mind me sharing it here:
I'll try to join this if I get a break
Got a pass done on my Wavy Sand Base Forms Generator. Also starting to playing around with Toolbag's sweet, sweet light scattering features.
Still need some high frequency sand clump details, and to make rocks and twigs
Here's a few renders the Wavy Sand with various settings..
I need to get Marmoset. I tried to get that slight specular on the odd grain of sand in my texture but the Substance Designer viewport doesn't show it very clearly, You seem to have that look that I was going for in that regard. I love how fluffy your sand looks too! Are you going by any reference? I can't think of any instance where sand would form that way.
I'd love to know how you go about creating the height for displacement. You're getting so much range and variation :thumbup:
@Stavaas, That will actually be tough since I'm creating and using lots of my own nodes.. so I have a deep network of dependencies. However, I'll be working on some mini tuts and examples as I go along in the challenges. There might be some more in-depth videos in the future too if I can carve out the time :poly121:
@Tzur_H, While I do have some tricks and some nodes that I've made for certain effects.. the most important thing is good breakdown of form. I Substance like I sculpt. I isolate, abstract and combine multiple frequencies of forms. This way, some things are flexible and interchangeable as well.
Example breakdown and combination of forms
@jorymos, thanks!
What kind of noise generation are you using for the wavy lined pattern in the primary forms?