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 7 - Stuck in the mud! (Muddy ground) || 12th May - 26th May.Click the pictures for bigger resolutions.
Challenge 8 - Copper || 27th May - 10th June.Click the pictures for bigger resolutions.
Challenge 9 - Windows || 13th June - 27th JuneClick the images for higher resolutions.
Challenge 10 - Ornate Door || 28th June - 12th JulyClick the images for higher resolutions.
Challenge 11 - Moorish Mosaics || July 17th - 31st JulyClick the images for higher resolutions.
Challenge 12 - Round Ornaments || August 2nd - 16th AugustClick the images for higher resolutions.
Replies
Speaking of those holes/scratches. I can't quite decide if to make the albedo of those dark (dirt) or light (dust). Anything too contrasting and it looks bad so just going for slightly darker right now.
closeup
Ok, let's be serious for a moment as I think I'm going insane. You know when you scroll through the parameters for a node and you scroll down the mouse wheel? Then if I accidentally keep scrolling after I reach the bottom it will start flicking through options on a selected submenu which is so annoying. If happens so much with me.
Am I the only one or is this familiar? I asked on the official forum but got no answer. That was ages ago, I've had this issue ever since I started using Substance a few versions back and it still does it.
Crits are welcome as always.
How it looks in Marmoset. Something is clearly going wrong with my metal map. If I put it to 1.0 it blows out so have had to lower the values.
Never brought a metallic map to marmoset before, I presume it's this 'reflectivity' map? It's mostly white but some patches of the oxidized bits are darker (as these should be less reflective right?
Copper base is acting more like how it should. The oxidized aspect of this material isn't working out yet, on most reference of metal that is oxidized it seems that the copper has gone dry/rusted. It's weird to have the contrasts of shiny metal and matte oxidized elements right? This creates a bit of a conundrum, I kinda wanted to explore a material that uses a non pure white for metal. It looks like I have to decide what is more important, trying to achieve a metallic look or trying to achieve a oxidized material.
@capone the way you use metallic maps is it's either white or black, it shouldn't be in between so you should try crisp up you mask for the corrosion, if you want that kind of slope into the metallic change your map type from metallic to metallic and specular and work with both maps
Added some oxidation. Pretty satisfied with the result for now. Still exploring the material blend node and how to control it more accurately.
I'm going for a hammered copper. I'm using brown oxidization instead of the green acidic oxide since it's supposed to look like it's in use.
I discover the challenge, good idea! Very interesting materials. There is the wip of my copper material, some parameters are exposed (verdigris, dirt, dots number/intensity, scratch, ...), see you soon for the final version.
I tried making a trim texture, but I think I'd better switch to a more detailed material now.
Please critique and give me feedback to help me to improve.
Thank you!
More renders on my Artstation.
I've become distracted and fully engrossed by the new tutorial from @3DKyle , so it's entirely his fault for me not updating my copper progress.
Doesn't seem like this one was as popular sadly. I won't be able to set up the new challenge till 21th. So keep an eye out for the new one then.
First time doing the challenge, even tough I'm still finding my way in designer it was a lot of fun and looking forward to the next one. I went for a cleaner, brushed, shiny copper. Rendered in Unreal.
Edit: Updated the Artstation page with a turntable: https://www.artstation.com/artwork/BWKa8
Little after time, my entry to this challenge. C&C are welcome.
Thanks, and yeah definitely can see the resemblance now that you mentioned it
Artstation: https://www.artstation.com/artwork/qdyoa
Built the basics of the core design, going for an derelict industrial factory kind of window. Even this frame was a bit of a challenge for me Just a bit sad that I couldn't get separate luminance on the upper circle panes at the top. I could make a flat mask of those panes but then I'd have to figure out a way to shift their tones. @Kyle I noticed in your stone wall tutorial recently that you did something with distance and histrogram shift (for masks going into your albedo) but it was coming from tiling nodes. I guess I could use the 3rd party RandomizeMask node but I try to avoid those if possible as they can cause conflicts in the future.
I'm also thinking of taking out the bottom 2-3 rows to get more pixel density to the whole thing.
Figured I could use some substance designer practice so I decided to give this one a try.
Here's my current WIP after a couple hours.
Decided to give this weeks challenge a go, crits are welcome as always!
@GDelforge Welcome to the challenge Not a bad start, I think your edges on the cracks need to get rid of that bevel lip, as looks a little strange.
@Freezy Demon Very nice, I like the way the planes look and the way the lighting reacts to it.
I did some more on mine and changed it up a little bit.
@K, nice decorations!
Height Wip (Still!)
Found myself getting way ahead of myself yet again, nodes all over the place. Was trying cracked glass but just couldn't get it how I wanted do, turned the 'cracks' into soft crackles on what will be painted windows. The panels without the crackles will be unpainted glass.
More renders here. Itll be on Substance Share after i organise the graph a bit
I've decided to remove most of my texture to focus on making the glass part. It was my first time messing up with specular values so this was a lot of trial and error.
Still some work to make the glass look as I want to, but I'm quite happy with my progress so far !