Hi everyone !
I started to learn Substance designer on my own and I would like to create a new thread to share with you guys and get your comments/advices.
So please feel free to give me any comments/advices or tips for my substances textures.
Thanks a lot.
Here this is the first one :
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Replies
I think this is a very solid start. Have you done any reading on PBR at all? For starters your roughness mask is probably still too dark, making the material look more shiny then it should be.
Right now your bricks are very straight, you'll want to add some irregularity between them, as well as to their edges so they're not perfect. Even newly put down walls contain imperfections.
https://www.allegorithmic.com/pbr-guide
Your Albedo and Roughness maps (besides it being too dark) are very well done, the only thing i can suggest less uniformity in the bricks, like the poster above.
Though it looks like the smooth surface is from the dirt and not on the brick.
enjoy !
@Marshkin Thanks for your welcoming and your advice. Yes I already did PBR render, I just didn't realize that my Roughness was really dark for a brick-wall. About the "imperfection" , I agree with you so I added a bit more. The things is I want to create a "normal" wall . I mean not dirty/old wall. I think right now it's nice but don't hesitate to tell me what do you think ;-)
@rexo12 Thanks for the link dude. I knew this book and it's really useful ! Like is said , I think right now is nice. But don't hesitate also to tell me what do you think.
@Prime8 Thanks dude for your comment. I agreed with them , it's a bit too shiny before even if I agree with you that you can find different type of wall. But for my case I aiming a normal/street wall, nothing super dirty/old. About my ref it was something in CGTEXTURE ( here),
but to goal is not remake it 1 for 1 but more take the mood and try to remake it. I hope you gonna still like it with less roughness.
enjoy
@Maximum-Dev Thanks dude , it's +/- what gem2492 said. Now is a lot more logical why my AO is wrong on my pervious texture. I hope you gonna like the Maya/Aztec one ^-^
The rest are created 100% in substance directly. About the decal question , yes I can create an alpha only with the center and use that as a decal. But I choose to create 2 texture to have a perfect integration, so now I have one texture WITH the "mask" and one without ( only the rock floor), ofc they till each other. I hope I answered your question
Also more roughness variance would help to make your material more convincing.
The moss looks like some green noise overlayed without anything else, as each individual map shows. You should create a moss material that has it's own unique Color/Roughness/Normal/Height and then blend that on top of the floor.
The mask used for blending the moss isn't very suitable. Moss would usually respect the shapes of what it grows on so random mask looks a little weird. You should probably make the moss follow the shapes a little. For example.
Grout also looks like flat color, it'll look much nicer with rough normals there.
Keep up the good work.
@Auldbenkenobi, @Seal40k , @Maximum-Dev : Thanks guys for your advice ! I agree with all of you. I changed the color palette of the rock texture and also create a compltly new one for the moss. Tell me what do you think guys. And if you have any substance tips don't hesitate.
@Prabh Thanks amigo
For the moss I'd say it's still quite bland. I think the issue is the mask. Usually the moss either is there or is not, there are no in-between. Ref. So gradients have to go away. Maybe try increasing the contrast on your mask, you don't want much greys in it.
So there this is the way I doing my mask. I start with my height then I put a level to delete the contrast and then invert. To finish it and define the level of moss , I use a Histogram_scan.
Below that you can see the final result of my textures with the mask.
Thanks a lot guys for your support !
Also I really think it'll look a lot better once you come up with a solid moss material. Example. More example.
The normal and height from moss should have lots of volume to it. As I see in Height and Normal maps moss is barely making any difference there.
there an update of my Maya texture , I think it's cool like it is but I don't like the propagation of the moss
And here my new texture . I hope you gonna like it guys.
@Maximum-Dev : again dude , thanks for your support. I saw your reference and I try to apply your advice. But it's really hard ^-^. Now I'm pretty happy but I still don't like the propagation of the moss. If you have any idea to improve the mask , please feel free .
The moss definitely needs to be tiled a lot more. And matching the moss color with those of references all over google should help a lot.
The new material looks great. I only find two annoying issues.
1) Grout is using the same albedo details/shapes where realistically it should be different material.
2) Roughness on golden parts can have some subtle variations.
Looks like the moss is only showing in the edges, it should be present on the main surface as well.
@Seal40k I already post it 2 post before but there is it. It's starting in the edges ( so this part is logical ) but if I increase the mask it gonna be present EVERY where. So if you have any idea to improve , feel free dude
This way you can control the spread in the edges with your old mask and add the additional spots seperatly.
here a new texture with Substance designer. A white poplar tree. Feel free to tell me what do you think
@Seal40k Hey duide , thanks for the idea ! It's look better now. If you have others tips , don't hesitate and ty again.
As usual don't hesitate to tell me what do you think