Hi everyone! I recently started to get back into Substance Designer after work. I will use this thread to post my WIP steps, lucky finds as well as final results. But most importantly I'm looking for some feedback on my work. Please feel free to C&C I'm happy for any suggestions!
- reworking
my old textures to brush up my skills and improve what's currently on my Artstation
- covering different materials and surfaces
- trying out new techniques and learning some tricks
- Trying a combined Zbrush-SD workflow
Let see how
it goes!
Replies
Next I'm going to tackle my old marble texture. I think for now I will focus on the green marble. In case I rework the white one as well, I could do some nice mixed tiles afterwards.
What to improve:
- The albedo, more details and especially sharper details
- Adding depth through different layers of "veins", lighter and darker areas
- Less procedural (or warped-cells-3) look
- More glossy and interesting roughness
- Tiles need improvement
Anything else you could think of?
Really like the goal of your thread, it gives me the motivation to do the same
For the update of the marble texture, it sure is better in terms of realism thanks to all the details you had and we clearly feel the depth you had on the albedo.
Something bother me in the roughness/reflection, i like how glossy it is compared to the old one but it feels like the roughness is not uniform enough on the big picture (Don't hesitate if you don't understand what i mean btw )
For the albedo , i would find it more interesting with less darker area and more lighter ones. maybe some areas could have a complementary color like brown.
Nice job !
Wow your last material with additional patterns and golden trims is so nice. I wasn't expecting this but It's working so well
I will create my own thread a bit later in the day !
Have a nice day
I think your marble material looks good, especially the golden trims and the pattern variation push it.
What could be improved in my opinion is your roughness map. It oculd use some (very sublte) but highly detailed surface noise. For example with an edited fractal sum. To make the roughness a little less perfect. Only subtle, if you want to keep the glazed look. But even the cleanest surface always have some kind of noise.
The render could be a little brighter. The warmer one is my favourite.
Have a nice day!
I planned to create my thread last week as i had the time to think about what i wanted to work on & to share, but my computer just let me down...
It's repaired now so here i'm back I have a lot of environments to work on, and i hope to see more of your work to be inspired !
I can't upload images anymore for some reason, so I need to link you to my Artstation instead.
https://www.artstation.com/artwork/82v2E
Since last time, I worked a bit on a personal environment to learn more about Houdini and improve my workflow.
If you want to look here is the link ^^ : https://polycount.com/discussion/203067/sketchbook-khael/p1?new=1
Will you try to create some exterior material inside SD ? Would love to see some
I don't remember where i saw it right now, but i can check for you tomorrow if it's useful for you .
I also think you should make the majority of the bricks dark, as this is the main colour of the brick, and only the bricks which have experienced a lot of weathering/damage are brighter. Lastly I feel you should add more red, like the rust-colour on some of the bricks in the reference.
Keep up the work