Thanks man, those are great points, I need to balance all of that in the scene. Currently making a lot of back and forth between Designer and the Unreal to nail a wall recipe.
Hey Vincent, Love your thread and thanks for the breakdowns! How about adding some chipped hole from the bricks? or some small cracks on the edges? Looking for more man! keep it up
Yes you are totally right ! I need to do a second pass on my mesh, Right now I'm balancing my materials and creating a little alpha one for the cracks . More news soon !
Thanks man ! Glad you like it . I'm updating it at the speed of a turtle, 1 hour per day but I hope to reach the skill of a Ninja turtle . Here is finally the test mesh for the log ends
Next step updating the Wall Recipe dummy, renders and UE4 !
Are the log substances generated procedual (so you can slap them on every mesh) or are they just unique textures created in substance designer?
Everything is procedural, tweakable and scalable of course. I just establish a structure with several size references. I export the textures, and used them as Alpha Decals on box wood shapes. Does that respond to your question ?
Your work here on this project is insane, really superb job!
How much of your base stufff is sculpted or made entirely in substance? For example link the base is sculpted, but on the bricks, in your graph you have bricks and you call them "sculpted shapes". Are they sculpted in Zbrush or "sculpted" procedurally in designer? Overall of the assets so far, how much work have you done outside Zbrush for the texturing?
Nuclear Angel ____ For now except the Link Statue that was done in ZBrush and the Big Shapes of my Floor Decals, everything come only from Designer. I'm trying to use the fastest workflow depending on my needs. As for the Brick Materials, the "sculpted shapes" are made in Designer as well. THey are just a separate graph I call in the master Graph to win time and efficiency. I sculpt most of my surface in Designer except of course if it's something that need 3d love .
Cool man, thanks for the insights! I just got confused by the name "sculpted shapes" =P But great job on creating so much in Designer, it is really amazing so far, and I am looking forward to see how you handle the lighting and post processing once you get it all together!
Man those breakdowns are very helpful. Especially the progress gif from your stone wall is very good to learn from! Thanks for sharing. Can't wait to see the full scene!
Wow, had no idea this was possible in Substance Designer, That's pretty damn amazing! Certainly pays homage to the great Zelda series. I remember the incredible experience of playing Ocarina of Time for the first time as a kid, truly a masterpiece!
Nice man! As a lot of your stuff are procedural I can almost presume the scatter meshes have also been generated procedurally? Or did they have any for of modelling work for the highpoly?
When you talk about the scatter mesh, you are talking about the stones on the Cliff material ? If so, yes all of it is procedural, I used the 3d cube to shapes those easily in perspective. Here are the final renders
Replies
Love your thread and thanks for the breakdowns!
How about adding some chipped hole from the bricks? or some small cracks on the edges?
Looking for more man! keep it up
More news soon !
I'm still struggling with it
I'm updating it at the speed of a turtle, 1 hour per day but I hope to reach the skill of a Ninja turtle .
Here is finally the test mesh for the log ends
Next step updating the Wall Recipe dummy, renders and UE4 !
How much of your base stufff is sculpted or made entirely in substance? For example link the base is sculpted, but on the bricks, in your graph you have bricks and you call them "sculpted shapes". Are they sculpted in Zbrush or "sculpted" procedurally in designer? Overall of the assets so far, how much work have you done outside Zbrush for the texturing?
Nuclear Angel ____ For now except the Link Statue that was done in ZBrush and the Big Shapes of my Floor Decals, everything come only from Designer. I'm trying to use the fastest workflow depending on my needs.
As for the Brick Materials, the "sculpted shapes" are made in Designer as well. THey are just a separate graph I call in the master Graph to win time and efficiency. I sculpt most of my surface in Designer except of course if it's something that need 3d love .
I can't wait either to build everything in the UE4, but before that, the last updates,
Thanks for sharing.
Can't wait to see the full scene!
Keep it up
Let me know if you have any questions guys !
The textures look sooo amazing.
Having too much fun on the materials themselves.
If so, yes all of it is procedural, I used the 3d cube to shapes those easily in perspective.
Here are the final renders
I also puts some tips and breakdown infos there,
https://www.artstation.com/artwork/LL2VR