Hey everyone, I wanted a place to start posting whatever I've been doing in Substance lately. This for the most part will be dedicated to Substance Designer, materials, breakdowns, failed experiments.
Figure I'll start it off with what I'm currently playing with. I found a really neat wicker material on Clinton Crumpler's portfolio and wanted to try creating that pattern in Designer. Here is the work thus far, I wanted to get the height down and set up intelligently. The Albedo is just to visualize the control of blending for me so I can manipulate it without anything breaking. Which is ideal.
Next step from here is to start to make it look like wood.
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Wanna get some damage and splintering to the surface of the horizontal weave.
@Caiterade I agree, I'm kinda reworking that material too, but once I get the foundation of the graph solid I should be able to give it more variation without everything break or trying to random seed out errors.
Keep doing the stuffs! Each one gets better!
Finally found time to sit and work. Spend most of it refining the blend on the ripping/tearing shingles. Spend a little bit on creating the surface detail, I ended up blending the detail into the tiled pieces rather then the original tile so I had more unique control of the look. I also took a quick roughness pass to start giving it that bit of sparkle that asphalt has. Hope I'll have more time to finish this up soon since I'm pretty excited to see it finished.
Took a pass at the albedo, the worn edges still need a color difference similar to some of the peeling. I also want to maybe push the green moss growth a bit harder, not sure if its too subtle or not pronounced enough. I would rather error on the side of subtlety though.
These show some good peeling, with some kind of softer material base->asphalt->some kind of red coating to make it look like terracotta or something. The peeling doesn't really seem to change color, if anything some of them look darker on the edges. Also some cracks coming from the peeling might be nice! and have the color underneath the peels be darker maybe? And rougher?
Here is the latest iteration of it
Are all of these done completely in designer? Or do you use another program for anything other than rendering in marmoset?
@Stosh I appreciate the feedback! I do agree, some of the 'soft' areas start to get a little plastery looking with the high frequency detail, variation certain could help that. To clarify, when you say the smaller details, do you mean the small 'islands' of bumpy snow?
Yes it is all done in designer.
The "smaller details" I'm thinking of is the variation of building of the snowflakes themselves that create very small peaks and valleys on the surface of the snow mounds themselves. In a softer snow look, it's spread all over the snow and flat areas only show up if another force pushed that snow into a flatter formation. What I've circled in red are a few the highest peaks of that snowflake buildup that has the higher reflectivity that I mentioned which will add another layer of variance to the roughness map along with the variance added from these smaller details. Subtle small details layered everywhere!
I also wrote up a pretty breakdown for the material and went over some of the general tips and tricks I use in Designer. If you're interested you can check it here https://www.artstation.com/artwork/yRav9
I really appreciate the feedback that I got during this, it was quite an adventure from start to finish.
You can view the full ArtStation post here https://www.artstation.com/artwork/wB41Z