Hello. I haven't posted a thread here for a long time now, because I was busy with work, and when I had free time, I usually spent it with examining some technical stuff instead of doing actual art. Its about time to break this, especially because until now I was spamming the waywo, which isn't a nice thing to do. I was at home for like a week because I got very sick, so I was very bored, and I started doing daily practices in Substance Designer. I always liked stylized textures, especially the ones after the transition to pbr, so I thought I'll try to make some. They are nowhere perfect, but I'm pretty happy with the initial results. If you have some ideas about how could I take this to a next level in the future, please let me know. I already got one feedback on the planks on twitter. I've been told that the cracks are a bit too wavy, and I should use the Orb brush as a reference for this kind of stuff. Note taken. I will definitely make more of them, as practice never hurts, and actually I can produce these fairly quickly - ~ 2-4 hours. I'm also considering making some meshes for them, but thats still a big question mark.
Here they are in chronological order:
Planks
Bricks:
Roof plates:
Stucco / plaster
And an extra image, showing some blending test of the bricks and the plaster. This shot was made in Unreal, instead of Toolbag.
Hope you like them, and feel free to comment / give me advices about how to improve the approach.
Replies
Might want to fix your email text... Unless hormail.com is just something I don't know about.
I've tried to create stylized materials using substance designer but never been able to extract a quality such as your work
Back to my studies, I thought I will give a shot to the coal with lava from the WoW - Siege of Orgrimmar art dump.
Link to the thread where I had the references from:
http://polycount.com/discussion/125737/texturing-siege-of-orgrimmar-wow/p1
And this is how mine turned out:
Houseleeks:
Also made a full breakdown of this one.
Graph of one leaf:
Graph of one flower:
Graph of scattering, coloration and other stuff to create the final textures:
As this is only partially related to my substances, I'm not going to show more from this here, but if you are interested about the generator itself, you can check it out in my another thread, which is heavily technical oriented:
http://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine#latest
Reference:
It also worth to mention that I know, now we are much more crowded here, and I also know the old diagrams about posts of differently skilled people. I feel like I'm somewhere in the valley currently, but like the whole thread suggests, its about improvement, so just leave your comment here if you feel like it could help me in some way. Without input other than cool or not cool, I'm kinda shooting in the dark.
If anyone has some cool material ideas for practice, please let me know. Also, additionally, if you have any input regarding my work on stylized substances, your opinion is welcome. Thanks!
And again, my experiences about this topic goes totally against the data I gathered about selling individual materials - because I did. From what I've been told, people don't but individual materials normally, but the messages and requests I got shows totally the opposite.
I also have a gumroad page now, so stuff will get uploaded soon.
https://gumroad.com/l/ProceduralBathroomCarpets
https://www.artstation.com/artwork/1KLoX
https://www.artstation.com/artwork/vn9rv
https://www.artstation.com/artwork/KN0gW
And the previous that I forgot to post here:
Here is a reed roof:
Here are two things that I made recently and didn't post in this thread.
https://www.artstation.com/artwork/nQYX69
- Usually the lighting should cover a wide spectrum of values, from dark to bright, but full black and burnt white should be avoided. But this can depend on the scene... In my newer setups, I use subtle ambient light from a skylight, and 2-3 spot lights, lighting the asset from different angles. Giving them different color and intensity usually looks good on presentation renders. Making them lighting from grazing angle usually looks good as well. Lighting the asset evenly from all directions will make the render look flat, so in my experience, the few lights with different values works the best.
- I usually use small fov with slight depth of field where its applicable. This mostly applies on plane renders, but I give a very little of it to the sphere ones too. Subtle grain and chromatic aberration improves realizm but it shouldn't be overdone.
- I use filmic tonemapper and some color grading. This can really help making the colors pop much more, and enhance highlights and shadows, but it shouldn't be overdone either, unless thats the artistic direction of the piece.
Hope this helps!
https://cdna.artstation.com/p/assets/images/images/012/277/072/large/michael-vicente-orb-ice.jpg?1533940750
https://www.artstation.com/artwork/2xy16B
The treebark could use some color variance, perhaps.