Hey Guys! Over the weekend I decided to brush up on PBR and create some shaders from reference!I tried not to be too generic with it and add a little visual interest at least :P All of these textures are tileable too! Looking back there's things I would've done differently, but I'm sure this is the first of many. Cheers…
Hello there, this is my first time actually making a Polycount account to actually post here (I used to browse around the low poly thread a few years back). I'm aware as a new user, some people may look the other way at my freelance job post, so let me clear up a few things about myself before I give a brief summary of my…
This is not the first time I created a heightmap modeling but this one was pretty fun and tough. This one is made 100% in Substance Designer and rendered with a simple plane in Marmoset. Please tell me what you think! More at my Artstation: https://www.artstation.com/artwork/3d81Gm
Can't seem to find any tutorials on making a pearl shader without having Vray. This is the look I'm going for This is what I was able to come up with with a falloff, noise, and reflection map. The blue/green is based off the concept I'm needing to match. Thanks!
I have some rocks I made that have stretched UVs. the normal map looks fine stretched the diffuse does not. Is there some way to set the coordinates on the diffuse so that they don't use the default uvs but instead tile uniformily?
I'm trying to improve my work with metals in Substance Designer and I need a clean brushed metal and would like some feedback. I'm heading in the right direction, it still needs some work but maybe some direction might help.