Hey guys,
I've been working on a collection of materials specific to Paris and I would love to get your feedback on it.
The purpose of this collection is to improve my Substance Designer knowledge and my overall texturing skills, as this was one of my weak points and materials are essential to a realistic environment. I've created 3 materials so far and a sort of "mini" scene around each to put them into context. Here's what I have so far:
https://www.artstation.com/artwork/58XdRE https://www.artstation.com/artwork/nQ0yxO https://www.artstation.com/artwork/DxdyDR I'm working on a breakdown for the last one since I learned quite a lot creating the scene and there don't seem to be a lot of good resources for animation in Substance Designer (for good reason I've found, but that is another topic
). I'll keep updating this thread with WIP shots and plans/experiments for future materials.
Would love to get your feedback, so don't hold back and let me know what you think!
Replies
Or if you're comfortable enough with Unreal and Substance Designer, you can find a shorter overview here:
https://www.artstation.com/artwork/lVN3xo
I learned quite a bit doing these effects and I hope the breakdown helps you in your future projects. If you have any issues at all with following the breakdown, just let me know!
I've done a few tests before, but gravel proved to be a lot more difficult to get right inside Designer than I thought, especially this kind that is constantly walked over and almost behaves like sand with much bigger particles. However, I think I've managed to find a way to get some good results, almost fully inside Substance.
For now, I've started on the dirt underneath the gravel, since I'd like to have 3 textures to blend between - mostly dirt, 50/50 and fully gravel. My purpose is to be able to adjust the amount of gravel coverage with just one slider, so that might prove to be quite challenging.
Here's what I have so far for the dirt:
The things that still bother me about it at this stage is I think the noise is a bit uniform all around, so I'll have to fix that in the next iteration somehow.
Feedback is, as usual, always welcome