So for our second game, I'm challenging myself trying to make every single texture procedurally generated in Substance Designer 6. The list is quite long but I swear I will get there! :tired_face: DISCLAIMER: it is a post-apocalyptic game so expect damaged, rust, etc. I started off with a classic, brickwall. More here!
Thanks mate, I agree. Spec needs some love, and the whole thing needs a dirt and damage pass (ran out of time). However, I think I pushed the spec too far in Marmoset. When I get the time, I'll come back to this and fix/add some things (lack of whiskers bothers me).
Looking good :) Nether has some nice concepts and ref as well. Try to think more about damage, and how long it has been abandoned? Check out the 'Life after people' docu series if u haven't already, some really cool info in there :)https://www.youtube.com/watch?v=6XDbcMND7fY Keep going!
Toggle local symmetry, and maybe set/clear pivot. I can't remember then name of the menu they're under off the top of my head, but it's where the symmetry settings are. As you probably guessed :P Seen this? http://eat3d.com/free/zbrush_stone Sculpting damage with morph targets. Could also use noisemaker on various layers.
I think the progress is looking great. but I think your right about the damage on the armor. Right now to me anyway it looks like the armor and clothing looks too similar, I think smoothing out the armor some more can make give that distinctive look but its coming along great keep it up.
Thank you very much for the breakdown! This stuff is invaluable to my learning. I was wondering what sort of technique you'd use for preventing repetitive grunge/damage in a scene where there are a lot of the same tile side by side, are there tricks for randomizing it at runtime in the shader or something, or would you…
Thanks for the feedback. Can definitely agree with the over saturation. I can tone down the redness in the lights. With the floor pattern, do you mean the white lines or the individual seperate tiles? Easy enough to change both of these up. I've started reducing the lighting around the edges, next step will be to…
@mrgesy I have tried to do an imperfection pass to add some damage to the boots and cloak as suggested, as well as just improving the readability of some of the scratches that I previously added to the armor. I think it is looking a lot better now, What do you think dude? :) Thanks again for the feedback and keep it coming…
Think how dose damage happens, this is my opinion about them: -first the scratch, then after some time it gets rusty. In yours have some rusty very randon and on the side of the rusty areas is quite new. -Also the top area has scratches that doesn´t make any sense and the smile+ring are brand new.
Shrike nailed it. (Btw Shrike I think that font is called Birth of a Hero; I remember using it years ago when I first discovered downloadable fonts :p ) Modeling overall is very nice, but yah try and add more story to the damage. Very inspiring work and makes me want to model a suit :p