How it works
Hello everyone, welcome to the Bi-Weekly Substance Challenge 2018.
- 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.
- 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 past, 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.
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 Challenges
Challenge 16 - Rail Road || 4th Jan - 18th Jan
- Challenge 1 & 2 (Brick & Marble)
- Challenge 3 & 4 (Rock & Sewer Drain)
- Challenge 5 & 6 (Roof Shingles & Sea Foam)
- Challenge 7, 8, 9, 10, 11 & 12 (Mud, Copper, Windows, Ornate Door, Moorish Mosaics, Round Ornaments)
- Challenge 13, 14, 15 & Materialize (Sci-Fi Wall, Mars Surface, Lava, Allegorithmic Contest)
Click the images for higher resolutions. Challenge 17 - Substance Food || 20th of Jan - 3rd Feb
Click the images for higher resolutions.
Here are some tasty substances from other artists to give you that appetite of inspiration.Alice Gionchetta - PizzaStephen Honegger - Fried EggCurt Smith - WafflesJeff Kleinzweig - PizzaThomas Meurisse - Grill and Meat
Challenge 18 - Circuit board || 12th Feb - 26th Feb
Click the images for higher resolutions. Challenge 19 - Concrete Damaged Floor || 1st March - 15th March
Click the images for higher resolutions. Challenge 20 - Cassette Tape || 17th March - 31st March
Click the images for higher resolutions. Challenge 21 - Old Shield || 5th April - 19th April.
Click the images for higher resolutions. Challenge 22 - Grass || 1st May - 15th May.
Click the images for higher resolutions. Challenge 23 - Metal Zinc Plates || 27th May - 10th June
Click the images for higher resolutions.
For now, I am just working on constructing the overall shapes. I plan to then alter them in a stylised way.
Now to the colors, which is the hard part for me due to being Colorblind and all
Very cool man, love the version you are going with
@Ra6ga5ka same note. Loving your gravel!
@MarchandVenter you might want to vary up the bolts/missing bolts a bit, but it could just work if you're going stylized.
I've been getting into Designer a lot more the passed couple weeks, so I figured this might be a good spot to jump in. Thanks @3DKyle for doing these!
really nice work, and thanks for the critics. I will take a look at what you mentioned. How did you achieve the rocks?
Need to go through and tidy up the graph It doesnt fit on my screen
Nice wood grains, your greens seem a little too saturated. What happened to the actual train track?
You can also export your graph:
Anyways here's what I have so far. Rocks, wood and rails are on different graphs since I used them as a generator. I still need a bit more work with the wood though.
Thanks for the feedback.
Nice start, very efficient graph to.
My graph is Destroy XD Now is time to Clean up my graph.
Think I'm close to finishing mine:
Rendered it in UE4 too, More on my Portfolio:
Rendered in Iray : (No tesselation)
Rendered in OpenGL:
Here's what I've come up with. Could definitely use some more work here and there, but I think i need to step away from this for a few days.
Critiques welcomed. I trust yall.
(Rendered in IRay)
Art Station Link for more!
Btw everyone I've also made my material available for download, free/ pay what you want, if you want to break down my mess of nodes
Link on my post here. Please rate it fairly, would love some feedback!
Anyway. Here are's a toasty first step for the new one.
This is my general setup (multiplied many times), tile generator (trying both ADD and MAX blends) where I place them in a BLEND with a mask.
So here I have everything overlapping but as you can see it's not working at all.
No idea what to do here, I'm going to try and add tilts/height blends but I think I need to rethink this. It's weird, I never see any tutorials on this setup. There is a coin material in substance share but it's doing it via bitmaps so I'm wondering if it's actually just not possible to do a procedural version of this setup and people just do it via something like zbrush and then bake bitmaps?
The blends are set to copy, with a histogram scan to mask. It's not perfect, but it kind of works. Here's the blended result
And the result in IRay
It's not perfect, but it's better than what the blend node can give you natively. There are better ways to do this though, I'll tell you if I think of something
I choose to make Kiwi for little fun
More pictures in https://www.artstation.com/artwork/mQ0Ay
I sort of prefer this shot, at least on first glance BUT as you can see the closer you zoom in on them the more visible the glitches become.
Here's a pineapple substance i've made for this week.
I think I may have gotten a lil too ambitious on this one, but whatever, i had fun makin' it.
ArtStation Link for more
@NickWilliams Love it! Awesome colours.
Do sunflowers count as food? Anyways, I went ahead and actually made a spiral generator. Will be writing a more detailed blogpost on Arstation these days. Lots of controls on this node, so you can get a decent number of patterns. For now just some renders: