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Hello everyone, welcome to the Bi-Weekly Substance Challenge.
How it works- Every 2 weeks a new reference will be shared to be recreated, you are also encouraged to find your own reference, as long as it still fits the topic for that bi-weekly substance, for example if we share a mud reference, you can gather you own mud reference.
- You can be creative with the reference and make it look either realistic, stylized or hand-painted, it is up to you.
Guidelines- Try and give constructive criticism, giving and receiving this should help each of us artist grow.
- This is a Substance Challenge, so stick with that software.
- You can post Wip's and finished materials here.
- Don't share work you've done in the pass, if you done a material before, try it again don't try pass old work off as something you did for this.
- Final material renders to be rendered in a real-time engine (Marmoset, UE4, Unity, Cryengine, Stingray, IRay is also accepted).
- This is a learning experience for all, don't be afraid to ask questions.
- Learn all that you can and do share what you also learn.
- Please be respectful to each and everyone.
Discord
We have a channel in the Allegorithmic Discord group where you can share WIP's and final images as well as discuss the challenge,
Click here to go to it.If you have any other questions in relations to any of the Allegorithmic's software, use the appropriate channels for those questions.
ResourcesPrevious ChallengesChallenge 5 - Raise the roof! (Roof Shingles) || 1st April - 15th April.Click the pictures for bigger resolutions.
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Challenge 6 - Taking a swim (Sea Foam) || 16th April - 30th April.Click the pictures for bigger resolutions.
MeetMat17 - Allegorithmic Contest || April 27th - May 11th.Click here for more information. The guys at Allegorithmic wanted me to hold off on the challenges for now and I think as a cool challenge it would be good to see people trying out Substance Painter also and trying out this new contest.
Now for those who may not be interested in doing this, you can either push the other challenges that have been done and make them better or if you never got the chance to do one, go back and give it a try. So this gives people time to catch up with the challenge.
I will be posting a new challenge between the 8th and 11th however if you want to wait.
Hope you guys are okay with this.
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Replies
Thanks. I do actually have a layer of small pebbles under everything with some blurs/warps. Works well BUT I think it if it's too clear it makes the water feel shallow and clean (like it's a water fountain or something) so I ended up blurring it a bit more. I'm actually thinking of blurring it more for the final version? Another thought is to try much bigger (more detailed) stones but again is it worth doing detail if it's only going to get blurred?
Here it is with less blurring,
Also posted to my artstation: https://www.artstation.com/artwork/oPLxw
Feel free to comment
I focused on the pattern of the foam. Will add some sharper waves later.
Though, as you can see, the edge detect node takes a lot of time to process, which probably makes this a sub-par option, compared to some other methods (I don't really know what is acceptable optimization or not).
@Daniel_Swing inspired me to add more swirls and lines, I think it really adds to make it feel more real.
As usual, more on Artstation: https://www.artstation.com/artwork/QYzWB
@Nathan3D you've nailed the bubbly foamy look there
and here is the ref
I've had a tough work week so not had much time so still not finished mine, hopefully the next challenge is something super easy (flat brand new concrete please!) so I can finish my sea foam
More renders here at my artstation.
@K: Really like your waves! Any tips on how to get those?
All the necessary details are in the first post.
Thanks!
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It's foam close to stylized that using in civ6. I've prepared wave animation shader (for game engine) and wave generator (spline + some areas with different transparency).
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I'm trying to get color variation from tile-to-tile. @capone I really like the color variation in your tiles.
I made 6 different tiles for Pattern Input.
Using the Tile Sampler node, but adjusting in Color Random kills the overlapping with the Blending Mode on Max.
If I use the Tile Sampler Color node, I can get some cool color variation right away, but despite entering the same values (8 x 8, scale at 1.2, and random rotation .005) I get this weird vertical scaling (?) issue.
I may be overcomplicating the approach... but how are you getting overlapping shapes with this kind of color variation?
I've also posted my WIP
I made a mask out of a tile sampler, only using linear gradients in the shape of my roof tiles/slates (to get the correct overlapping); put it trough a 'Normal Sobel' node and pull up the intensity really high; Extract the green channel from the normal-map (red also works as well, just not as good) and adjust it with a levels node.
This is far from a perfect result and I had to spend some time trying to get rid of a lot of grain. It's also a very fragile method, as slight changes in the tile sampler may require you to re-adjust the levels node.
Please note, this only works if you have some random rotation in your tile sampler.