Here’s another update for this week. :) I’ve spent some time iterating on the rocks, with the goal of making them feel like they belong to the same environment. I focused on keeping a consistent shape language and making them read as if they were formed from the same type of rock, inspired by my reference. The idea was to…
Free Release! I've just put up my 3D Wood Generator up on gumroad as a pay what you like deal. Check it out at the link below and watch the jump start video for an overview of everything + future plans. The files include the above asset with an example setup, the generator, and the sample wood grain that I currently use.…
Hello
guys. I’ve been developing this Application/s for more than 3 years now so I’ve
decided to try to promote it on Kickstarter. Hope You find it interesting. Any feedback would be appreciated. Basically it
is node-based images, textures and 3D objects generator and editor. It contains
more than 140 nodes Youtube…
I've been trying to integrate Crevice maps into my next-gen process. I am having a hell of a time finding a good workflow for this using either Maya, max, or a cheap third party program (no lightwave or XSI). It needs to respect intersection objects (something quickdirt for max doesn't do), and be a true Crevice map…
Hey guys! I would like to share my latest project: An procedural grass generator 100% made in Substance Designer! Here are some shots from Unreal Engine with the generated grass. More shots, GIF's and breakdown can be found on my ArtStation page: https://www.artstation.com/artwork/dO0Jqx Thanks for having a look :)
Hey mates ! I started this post to discipline myself. In the course of progress will, periodically spread that is ready, what are thoughts during this long and difficult path - path to generated everything without leveldesign :smile: Any critique or suggestion is welcome. Today i finished some asset for floor, next be some…
//EDIT// CURRENT PROGRESS //EDIT// Hey, Polycount. I'm working on a character for my portfolio, and that character is General Triplescar, by Ruslan Svobodin! I started with a body blockout and the head-sculpt (the fun part!) still not sure if I'm gonna do his sideburns with polys or cards... now I'm moving on to modeling…
When I apply a generator or smart material they typically use baked textures (curvature etc) to generate edge effects. Is there any way to use a painted height layer to add to this effect? Currently they are ignored or at least I cannot see how to use them. :poly115: Thanks
What's up guys, Had a quick question regarding generated materials in portfolios. With the release of Quixel Megascans the time it takes to create really good looking environment textures is much less than creating them yourself with the same quality and everyone knows that time is key. That being said my question is do…
Hey everyone, I've been working on making 3d versions of concept art generated in AI. Seems to be getting there slowly, but thought I'd post here for C&C. Please excuse the rough masking, I didn't put enough detail into the base mesh before loading it up with a bunch of detail in the multi res modifier, and I don't know if…