I recently started my exam project at FutureGames. I'm focused around texture creation in Substance Designer and the end goal of this project is to create an exterior environment with major focus on the materials.
Unlike making a single material and posting it to my ArtStation, I want this project to be more cohesive - all the materials need a the same style, matching colors, etc, so that it can be used in the same scene. It's one thing to make one Substance Designer graph work in it's own vacuum and make a cool render on a sphere in Marmoset - it's something completely different to make a cohesive set of materials.
Here's what inspired me, from
Joshua Lynch's ArtStation: You can see several matching materials blended together into a piece of art - No 3D models in focus or essential for the scene to work - just the materials.
So I'm going to do basically the exact same thing: A bunch of materials blended together, where I can show that I can create several materials with matching color schemes, roughness values, etc and carry a scene with it.
These are some of my reference images that I'm looking at:
Ignoring the foliage, I'm looking to make Cliff Rocks, Rubble, Dirt, Mud, etc. in Substance Designer (aiming to keep it 100% Substance Designer) and then blend them together, making a "pilgrim's mountain journey" scene.
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Tomorrow, I'll get to work on some dirt.
I've been working on some dirt, which is surprisingly hard.
For the macro shapes, I blended, warped and sloped a perlin noise and plasma noise together to get small hills and holes for a very uneven surface (I think I'll add a tweak-able levels node to flatten the hills out).
/Edit: Awful phone-spelling
It's really hard not to pinch the details, but I know it's better to let them wait.
I'm not really done, but I'll let it go for now (I have some more work to do on the moss).
I'll try to post more consistently (preferably once every work day), even if I haven't done as big of a leap as this!
Looking for internship/job, art tests and teaching two texturing courses at my school took a lot of time away from this project.
However, I will continue on this project when I get back after the holidays. I'm doing the 'PBR Material Mentorship' with Josh Lynch in January, where I aim to brush up on at least one of the materials for this project.
Awesome work
What was your thought process when finding the right size of the stones ? You have alot of variation from very big to very small. Do you handle these only in different tile samplers or do they also run through different processing for height and surface editing?
I'm currently being mentored by Josh Lynch (via the Mentor Coalition) and he's given me a ton of great pointers and new techniques to work with.
-I added more micro-surface variation in the grass, much like how I made the base color.
Need to get into how tessellation and LODing works properly.
I have to take a pass through all materials and normalize them more precis, since I can find some discrepancies between their height-levels a bit here and there.
Tbh, I wouldn't worry too much at this point. Just get something out that is decent and keep moving forward.
But another thing that is taking my time is an art-test (for another studio), which partly requires me to learn Speedtree. So I subscribed to Speedtree for a month to practice. If I have time after the art-test and before my subscription expires, I'll add some trees and experimenting with bark/leaf textures in this project as well.
Even more so, I wish you luck for your art test. I am sure you will nail it!
Would be cool if you share some insights in what is expected from you and how you approach preparing for it.