So after cay showed me his SBS and i saw rogellio's img above, i went back to the drawing board. I mean, there was only room for improvement from my last images as i don't think i could do much worse. :P I'm not sure if this is just a messy goobly glob of bits or if it actually looks like a rock face. I've been staring at it and other attempts way too much.
Took a break from the overly complex asphalt and sand to try a hand at the rock face. I'm not sure yet if I want to keep going in this direction... it feels more like slate, although I dig it. I'll sleep on it.
Took a break from the overly complex asphalt and sand to try a hand at the rock face. I'm not sure yet if I want to keep going in this direction... it feels more like slate, although I dig it. I'll sleep on it.
This is awesome, although it's a bit too faceted/sharp in many places. Needs more softer damaged areas I think. How did you achieve the initial shape and the awesome stair-like layerings, Oh great teacher??
Is it okay to post all the weekly challenges here? So we don't need to keep the older threads alive?
If it's okay, here's my not-so-realistic concrete tile.
I'm really struggling with adding additional elements like rocks in-between tiles.
The grayscale image loses some of its information if I clamp it to a lesser radius to prevent it popping out too much
and then it doesn't really feel as much like rock anymore.
**EDIT**
Geez just realized that Marmoset didn't import my substance correctly. In fact it wont. Not sure why. So i had to export outputs as bitmaps. The image above is the one I wanted to show.
If anyone wants to download my .sbs and compare output in SD5 vs Marmoset using the .sbsar to see if you might run into the same issue that'd be great.
Did a first pass over my lunch break today, and spent an hour or so on a second pass tonight. I think I dig the direction of this one. Gonna finish it off tomorrow hopefully.
@Ged, No parallax, just normal and displacement in toolbag
@MattyWS, @3DKyle, @Thousand, I do want to share, and I have plans to. I'm sort of building up my own library as I work on these assets. I'll do a mini making of on this piece after I wrap it up. However, it's really not unlike the sand texture in that I'm just being VERY deliberate about my primary and secondary forms, treating these texture like relief sculpture.
My primary forms are actually VERY simple. Start with those, and then CRANK up your normal intensity. THEN keep building up layers of form.
I have some more downloads planned over time, including monthly offerings, but for now you can download a color correction utility called "Split Tonight" on my site: http://bradfolio.com/downloads/monthly-substance/
Cesar that one turned out awesome a few smaller details like stones and it would complete it. Inspiring seeing the works by everyone this thread is golden.
New week is up, now I just have to pick my jaw up off the ground after the last one. There is some awesome work being done that I never thought possible in substance designer.
@Zieg_Reborn, that's pretty sweet! Looks like you did a lot of layering BEFORE you instanced your rock shapes? The overlap and integration from shape to shape is nice.
@Caser, really nice control over the details based on the larger forms. I'm scratching my head a bit trying to figure out how you controlled the upper and lower details of the rock peaks (the broken up bits and streaks on the under sides). Do you combine a lot of normals together toward the end of the graph, or do you try to do everything in the height?
@rogelio, thanks! I made a detail pass, but when I tried to add some stones it didn't look so well.
@bradhb3d, thanks too! I do all the work in the height map. I worked with the upper and lower parts of the rock peaks separatedly, added the streaks on the lower part (mostly), then merged through masks and tears (it took me too much time to figure how to combine some of the nodes).
This is the start for the lower part of rock cliffs (I don't put in the graph the blurs and warps nodes for a better readability) :
Then the upper part:
And after that blend node, blend node, blend node, over and over and over
I know I don't make anything like what we've been seeing in the last few posts but I followed a guide for this one and I think i made something to actually be proud of.
@agentc0re your shapes and texture look nice, but you're cranking up the height map too much in, I guess, toolbag2?. Try softening the heightmap slider and increase de tesselation, that should help a lot!
@Soldeus Thanks for the tips, i appreciate them very much because i'm extremely new to all of this. My height and Displacement slider is already pretty low, so i'm guessing i might have cranked up my normal too high. I will have to play with that some more then. Thanks again for the advice!
@jorymos WOW. Thats really awesome! Any chance you could share your .sbs?
@arvinmoses Hey man, long time no see. I've stalked you via your twitch streams before. I was that one dude who asked you to replicate a grassy texture that had rocks and other things in it. Anyhoo, great work as always! Did you already share this on Substance share yet by chance? Would love to learn from it!
Here's my 3rd iteration. I went for a complex design with bright colors. Not really traditional cobble stone but hey, I think it looks cool. I've been learning so many new techniques lately, that it becomes really fun to try out different things. Hope that doesn't annoy you guys/girls.
@jorymos I think the base forms are pretty good.. it would be cool if you could break it up a little more. The shapes are a little too perfect and I think that would take it to the next level
@Caser Thanks so much man! Your stuff looks great as well. So good we had to tweet it!
Great attack on the cobblestone. I love all the little details on the ground.
@agentcore hey man!!! Sorry I've been so absent. I got an awesome gig with Gametextures back in March, and just haven't had the time to update. But feel free to shoot my some questions if you ever need. We've been talking about doing some live streams at GT.
Was really inspired by the directional blur approach. I tried it out to see what I could pull off with it. I don't use that node enough.
Replies
Rogelio reported and banned for awesomeness and owning newbies like us.
I'll try to jump into the next challenge ;-)
Dayum, any chance you can do a breakdown or point us to some tutorials you like, this is sick.
His own recently released tutorial is a start!
http://www.thegnomonworkshop.com/store/product/1149/#.Ve9W4flVhBd
https://environmentart.wordpress.com/
As for this one rock wall here is a break down of how I got the main forms the rest was just detail work.
whaaaaaaa jumping on this!
This is great! Gracias!
.SBS file
This is awesome, although it's a bit too faceted/sharp in many places. Needs more softer damaged areas I think. How did you achieve the initial shape and the awesome stair-like layerings, Oh great teacher??
Is it okay to post all the weekly challenges here? So we don't need to keep the older threads alive?
If it's okay, here's my not-so-realistic concrete tile.
I'm really struggling with adding additional elements like rocks in-between tiles.
The grayscale image loses some of its information if I clamp it to a lesser radius to prevent it popping out too much
and then it doesn't really feel as much like rock anymore.
UE4
Substance Designer 4 with PBR shader
Substance Designer 4 with tesselation shader
.sbs file
**EDIT**
Geez just realized that Marmoset didn't import my substance correctly. In fact it wont. Not sure why. So i had to export outputs as bitmaps. The image above is the one I wanted to show.
If anyone wants to download my .sbs and compare output in SD5 vs Marmoset using the .sbsar to see if you might run into the same issue that'd be great.
please!! :poly142::poly142::poly142::poly142:
that is looking f****** awesome dude
Brad in a previous post said he can't so I think it would be the same with the rest of them.
'I'm sorry I can't really share my .sbs files since they have many links to my growing library of my own nodes. However, I may be working on some tutorials that be helpful in the near future'.
http://www.polycount.com/forum/showpost.php?p=2347769&postcount=188
SBS
@MattyWS, @3DKyle, @Thousand, I do want to share, and I have plans to. I'm sort of building up my own library as I work on these assets. I'll do a mini making of on this piece after I wrap it up. However, it's really not unlike the sand texture in that I'm just being VERY deliberate about my primary and secondary forms, treating these texture like relief sculpture.
My primary forms are actually VERY simple. Start with those, and then CRANK up your normal intensity. THEN keep building up layers of form.
I have some more downloads planned over time, including monthly offerings, but for now you can download a color correction utility called "Split Tonight" on my site:
http://bradfolio.com/downloads/monthly-substance/
I used pyramids and bricks for my instance though. Here's my take on the Intermediate one.
Rogelio, brad, you are doing some awesome and inspiring materials.
Here is mine, a variation of the beginner one:
@Caser, really nice control over the details based on the larger forms. I'm scratching my head a bit trying to figure out how you controlled the upper and lower details of the rock peaks (the broken up bits and streaks on the under sides). Do you combine a lot of normals together toward the end of the graph, or do you try to do everything in the height?
@rogelio, thanks! I made a detail pass, but when I tried to add some stones it didn't look so well.
@bradhb3d, thanks too! I do all the work in the height map. I worked with the upper and lower parts of the rock peaks separatedly, added the streaks on the lower part (mostly), then merged through masks and tears (it took me too much time to figure how to combine some of the nodes).
This is the start for the lower part of rock cliffs (I don't put in the graph the blurs and warps nodes for a better readability) :
Then the upper part:
And after that blend node, blend node, blend node, over and over and over
It looks pretty neutral with such a slight displacement in the Unreal Engine 4.
Also, the Substance render:
Here's my attempt at the rock cliff for a texture over at Gametextures!
Awesome !
Terrific job!
@jorymos WOW. Thats really awesome! Any chance you could share your .sbs?
@arvinmoses Hey man, long time no see. I've stalked you via your twitch streams before. I was that one dude who asked you to replicate a grassy texture that had rocks and other things in it. Anyhoo, great work as always! Did you already share this on Substance share yet by chance? Would love to learn from it!
Here's my 3rd iteration. I went for a complex design with bright colors. Not really traditional cobble stone but hey, I think it looks cool. I've been learning so many new techniques lately, that it becomes really fun to try out different things. Hope that doesn't annoy you guys/girls.
Great attack on the cobblestone. I love all the little details on the ground.
@agentcore hey man!!! Sorry I've been so absent. I got an awesome gig with Gametextures back in March, and just haven't had the time to update. But feel free to shoot my some questions if you ever need. We've been talking about doing some live streams at GT.
Was really inspired by the directional blur approach. I tried it out to see what I could pull off with it. I don't use that node enough.
So I just started to make the primary shape to place the rocks together...
of course there is still a lot to do :-) :