Thank you! I used a gradient dynamic node to distribute a linear gradient over a blurry image. The look comes from the blur having some directionality to it, so some good ways to do that would be to use aniso or non uniform blur on the input. I think I started with an aniso noise node and uniformly blurred it though. Then…
Thank you! I had about 4 or 5 attempts at this material before I got the rock generation looking decent. The distance node was my instinct at first, but I realized that I couldn't control the form of my rocks at all. Eventually I moved to an approach making bubbly forms that have some definition to them with the Tile…
I'm a complete noob still learning the substance package and its workflow. when you created the wood substance, did you start with the initial 4 nodes (albedo, normal, roughness, metal) and work backwards, or did you start with the far left nodes and progress from there?
Hi Somedoggy. I really like your above texture. I've been struggling with getting that chaotic brick work design. Care to share your technique on that one? Distance node?
Thanks man, and for the crit on FP :) Here's my scene as it stands with working glass, VPL on the lampposts, etc. No lightmass. I'll come back to skim down the lamps when I can! Edit: The power of realtime~
More texturing! I'm pretty content with the door's wood substance so far but still haven't done anything with the door pieces. I'll be coming back to it after developing the scene further. The dirt is a little too basic at the moment. ^ Click for full res ^ And here's a non-Iray render so yall can see the details! And as a…
This is an old art thread which is probably still linked to from some other sources, so if you've landed here please check out some of my newer tools :) New! Pixel8r v1.5 https://gum.co/pixel8r New! Advanced Normal to Roughness Node https://gum.co/n2r Dog Library Generators - Substance Designer https://gum.co/DogLibrary 3D…
Hey hey hey! I've finished this cobble off and it's time to share! Here's a few screenies :D Edit: Updated Substance, textures, and showcase images to reflect fixing minor fuck ups on my part. One thing I'm particularly happy about is getting random values for shapes in a black and white mask. It's definitely not perfect…
I revised the original concrete substance I posted in the OP. Next up is redoing the paint substance and making it follow the normals/height of the underlying concrete. This was posted in the Substance thread but I figured it's a good update to go along with the above: There's some great discussion about the technique in…
Yeah you're absolutely right, sticking with one thing is something I really am trying to improve on. I also recognized how much I needed a full scene, which why I put the PipBoy on the backburner. As much as I wanted to work on it, one small hero prop won't land me a gig. Plus the Defiant and PipBoy while being my own…