Hi everyone, I got the free trial of SD5 and I'm enjoying experimenting with it. Here is the first Substance I made from scratch and I'm sure it's very unoptimized. Still learning! I made a slider to control the concrete-plaster stuff too. Let me know what you all think!
my beef with lots of peoples texture painting is that they don't establish a solid structure before adding textural elements. Often times people's stuff has what ends up looking like photoshop clouds plastered over everything. Edit: Racer hit the nail on the head
Thank you for the feedback! Can you give an example, in which place fill lights are missing? Great suggestions, thank you very much. Peeling wallpapers and ceiling plaster should look great if I manage to pull it off.
-So now my plan is to create several tilable textures to cover the environment, plaster, concrete, metal, wood, plastics, brickwall. These will cover the big areas, using the trim textures from early to break up simplicity. -Then tackle the prop's
The shell of the scene is almost complete. I started plugin-in the textures I've made so far, but I'm still unsure about the plaster wall. I think I might have to use decals or vertex-painting to break it up.
1cm looks good to me, but it really depends on the texturing you're going to use. Is it plaster that's been painted, and has cracks and crumbles? Or unpainted concrete? Or wood paneling? Or marble? Textured surfaces will hide a lot of the small artifacts you're seeing here. Show it with your planned texture scheme.
The plaster wall texture is nice. Another crit I had was the proportions on the blockout image are quite far off the screenshot, but you've already attended to that. Lastly, I'd recommend putting something in the scene as a focal point, or framing your scene with some composition. Just something to keep in mind :)
Ooo cool, cod4 is still one of my favorite games. Anyway i like what youve got so far, maybe you can chip away some of the plaster and show some bricks through like in your reference.
Texture layouts are pretty ordinary. Almost everything's uniquely mapped, with a few exceptions for details like jutting stones or posts. I use tiling textures as a base for things like plaster and shingles, then paint a lot of unique details over them.
hmm I feel like the details (texture wise) make him feel a bit like he's made of stuff rather than an organic creature. theres parts that look a bit like he's made of layers of plaster or a sprayed on substance