Thanks guys! The material will be on substance share shortly, so you can check out the graph. Its relatively simple, although I put in some optimisation tricks like keeping some nodes lower res, and using as few normal nodes as I can. (basically combining height maps to make the normal, as opposed to loads of normal…
Thanks! The models were made by James Brady, so I cant take credit for those. The models were very nice to work with, clear and efficient uv maps. That made it easy to make the blood drips in the face etc. The mask generators in SD are also a dream to work with. At the time I made them there wasn't yet a mask generator you…
Here I replaced the grunge node with a "make it tile" node and one of my old reference photos I made, and added base colour and roughness outputs. Promising so far :) With some better input photographs, this could be a super-easy way to make very detailed materials, very fast.
Its always a challenge to keep the graph easy to read, simple and still feature packed. I try to recycle as much as i can, and where possible use levels nodes instead of blurs (set the level to lower res, set the node after it to relative to parent res) for instance. thats a lot cheaper and faster then blurs. Some items…
Thanks Immanu'EL Segol! I've been making procedural textures/materials for nearly 10 years, and I learned most by experimentation as MattyWS said. Also picking apart substances others made helps a lot. There is a near infinite number of combinations you can make with the nodes, and some of which work. So by trial and…
Working on a node that takes an input and refines it (basically tweaks low and high frequency detail). I just put a grunge noise in as input. Here are some results: Open GL renderer. Iray renderer.
Hi guys, I made a mini breakdown for an upcoming node in Substance Share. It allows you to make/fake anisotropic scratches on glossy materials, as well as other effects like galvanised metal, and even flake paint if you feel like it :) . https://www.artstation.com/artwork/ww3ow
Thanks guys! :D The stitches were easier then you might guess haha, (but kinda messy in the corners). I blurred the height for the "pillow', used dynamic gradient with a gradient going from black->white->black and a levels node to create a outline, multiplied it with a checker noise (64x64 tiles), aand thee my stitches…
Thanks Dustykhan, I would love to see what you've used the knots in (If you guys want to share screenshots i will put them on my blog in the wood post if you would like that). What I did (cant share too much, sorry). Was copy the bricks node I used for the boards, and have a wide gap for each board at the horizontal ends.…