got bored so I made a simple isometric tile generator - complete with low resolution filter (when I remember which computer I saved it on I'll plug this into my hex tiling node)
you plug in a square texture for each wall/floor and voila - retro fun
If I remain bored I might implement normal maps and associated lighting - my box of beer arrived earlier though so I'm less bored than I was when I started.
edit :
apparently still bored. So i gave it a directional light and ambient occlusion. next question : am I bored enough to work out what happens to a tangent space normal map when it goes through an isometric transform? (probably not today.. also if I do it should probably live in the tech art forum )
and we have normal mapping... ive opted to not try and implement mips and instead make sure that input textures are downsampled to mmatch the output resolution
Thought I'd post some of my recent designer explorations here, trying to keep it stylized and painterly while still utilizing height/normal. Come check out more screenshots and video renders on my artstation
I've been mucking around with igor elovikov's sd-sex plugin
I started with something fairly simple that takes advantage of the fact you can loop and made this (function graph supporting 256 positions pictured for comedy value)
This pixel processor reads an array of positions stored sequentially in a texture (in this case it's just a normal distribution of random float2s between 0 and 1 which is why it doesn't tile) and generates a distance field encompassing all the points
Reading data sequentially from a texture like this is fairly trivial in an fx-map but patterns cannot interact with each other so it's very limiting - having the data read into a pixel processor opens up loads of possibilities
I made a material simulating objects in Houdini and getting them into designer. Added a breakdown on the process because I couldn't find something written online. I don't want to flood the post with a lot of images so here are links the the artstation post + breakdown blog for more materials
I found an older material which I lost the curent graph for some reason, just an old/broken version... I still had the textures laying around so I decided to render it.
Replies
Brick Pathway material made in Substance Designer, rendered in Marmoset.
full presentation: https://www.artstation.com/artwork/RYbyvD
Procedural Ground Texture | Substance Designer
I hope you like it ^^!Artwork: https://www.artstation.com/artwork/QzOo2Z
What do you think ?
Preview:
https://www.youtube.com/watch?v=qO-YIZcQUy8
https://www.youtube.com/watch?v=AxpT6xNuEcw
Substance Designer Pattern Duplicator node, for fast creating shapes, with subtraction blend mode and others functions. Move, Resize, Rotate, Subtract multi shapes per one node
I hope you rate it guys ))
https://www.artstation.com/ashaythube
Artstation if you wanna see more shots and process - www.artstation.com/artwork/zO0AVZ
I've finished my Embroidery Material- 100% Procedural. You can check some videos here: https://www.artstation.com/artwork/aYr8l8
you plug in a square texture for each wall/floor and voila - retro fun
If I remain bored I might implement normal maps and associated lighting - my box of beer arrived earlier though so I'm less bored than I was when I started.
edit :
apparently still bored. So i gave it a directional light and ambient occlusion.
next question : am I bored enough to work out what happens to a tangent space normal map when it goes through an isometric transform? (probably not today.. also if I do it should probably live in the tech art forum )
and we have normal mapping... ive opted to not try and implement mips and instead make sure that input textures are downsampled to mmatch the output resolution
and a grid layout
I started with something fairly simple that takes advantage of the fact you can loop and made this (function graph supporting 256 positions pictured for comedy value)
This pixel processor reads an array of positions stored sequentially in a texture (in this case it's just a normal distribution of random float2s between 0 and 1 which is why it doesn't tile) and generates a distance field encompassing all the points
Reading data sequentially from a texture like this is fairly trivial in an fx-map but patterns cannot interact with each other so it's very limiting - having the data read into a pixel processor opens up loads of possibilities
https://www.artstation.com/kertart
Here is a link to the entire thread with progress, breakdowns and my rationale , including 2 other props I worked on for this project!
https://www.artstation.com/contests/untamed-when-animals-ruled-the-world/challenges/157/submissions/65499
Hi all!
Recent study for stone floor material.
More HQ render https://www.artstation.com/artwork/LeZmvl
I found an older material which I lost the curent graph for some reason, just an old/broken version... I still had the textures laying around so I decided to render it.
Artstation post with more renders :)
https://www.artstation.com/artwork/18dy5o