This week I felt like working on some tiling textures. So far I've made 3 different stone materials and a couple of stucco materials in Substance Designer. For the stone materials, I built in the ability to change the level of weathering and age as exposed parameters. The plan is to instance them into other materials (such…
So I tried this out and its awesome!I had to figure out how to get my maps out of max since I have a better grasp of the rendering in there as opposed to Maya. For anyone wondering I applied my material colors to the high poly using the old ddo materials then rendered out the color map by using a "render element" "Diffuse"…
Have a nice day everyone. =) During my free time, I had the opportunity to work on my scene a little, in particular on rocks and landscape materials. I don't really like the current cliffs part of town environment, so I decided to update it a bit and instead of a mountain, make a valley covered by cliffs. So here u can…
since you asked for my feedback... the biggest problem is there's not enough basic material variation. look at your spec and gloss maps, there's really no variation because of the limited range (its all midtones) lack of color and the same cloudy overlay throughout. for the range: plan out your materials before you make…
The reason it's good to have a guide for colors and brightness values is you want to remove as much "eyeballing" of values as possible. What may look "correct" to you in a scene where you eyeballed the lighting and materials may result in too bright or (more often) too dark of a material. Imagine you're working in a scene…
Short answer. Yes I liked it enough to buy a handful of licenses for the team. We don't use it very much as it doesn't replace an established designer/painter pipeline but it does have some really nice features that make geometry based materials easy to process. It's a good tool if you're operating largely independently, I…
Sometimes when creating a new smart material in DDO (possibly just normal materials as well) I run into the error where instead of creating that smart material once, it creates it 4 times. Also in all of my other textures it then takes specific pieces of other materials I've created and rearranges their parts. For instance…
Could really use some help. Ok, i hear that many people are having *no* issues with Quixel so something pretty critical must be wrong with my setup due the the number of massive problems im having. Hopefully its something very simple. I'd really like to know is Photoshop CC is more vulnerable to problems than other…
I think we might be missing the forest for the trees here. The purpose of "physically based" wasn't really to create a 100% physically accurate shading model - although in that regard, it is certainly miles better than the model it replaced. Before we had PBR materials, we were working with diffuse color and specular…
Hey, @Finnn thanks for the comment. We have looked over an inspected a lot of Overwatch materials, and usually we noticed always a pattern of simplicty. They are so simple, yet so powerful and paint a full "picture" of a material and what it should represent, but in a sophisticated level of ellegance and thought that was…