Steppenwolf

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Steppenwolf last won the day on March 1

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About Steppenwolf

  • Rank
    Veteran
  • Birthday 12/18/1978

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  • Job
    Environment Artist
  • Location
    Altenburg, Germany
  1. Mhh yea i was mildly interested in this but just in time i feel off put again by Bioware. I loved the first ME and DA but completely lost interest when the sequels came out.
  2. 3deep5me
  3. It's so much fun to make gross substances. Experiment with different input:
  4. I don't have much hope for this. It looks like made for TV, some of the artistic choices are so weird to me. Why make a movie on a grey overcloud day and then further desaturate it in post process? it looks like ass. I can't believe this is directed by Ridley Scott, who used to have such a good hand at making visualy stunning artistic choices. Aside from Fassbender the cast does nothing for me, and the story seems to be as nonsensical as Prometheus.
  5. Just took a closer look into your opus pattern. It's quite complicated to set this up by hand so in order to make this work decently it would definitely take some scripting with fx maps and/or pixel processor. Someone made a opus pattern generator already. You can jus open the sbs to see how he did it https://share.allegorithmic.com/libraries/1962
  6. You can make the base pattern from shape nodes (use transform 2d and blend nodes to assemble) before feeding it into a tile sampler. For height variations on patterns created that way you can use the filter random node that i linked two pages earlier.
  7. Seriously, what the fuck was that?
  8. You can't do everything in SD yet. It's difficult to make perspectival objects, say variations of bricks for a rubble texture that show three sides at a time. It's also very difficult to place such things procedurally without cutting and blending too obviously into each other. Also you can't do shape profiles along a spline or things like that. But at the rate Allegorithmic improves their software i wouldn't be surprised to see some next level shit happening within the next 2-3 years. Photoshop i haven't opened for almost a year aside from some oldschool source engine texturing and sign decals that i made.
  9. Was just messing around with some patterns and curves, ended up with a cool panel type thing.
  10. Awesome Jenn0! The new curve editor is super nice. Will be super useful for ornamental things and things like trim textures. Some crap i was working on last night. Need to polish them turds a bit more before i make marmoset beauty shits shots.
  11. In that case it's fine. For CS:GO you need a diffuse texture anyway which you can make by multiplying the ao map on top of the basecolor.
  12. The crevices on the basecolor look pretty dark for a pbr texture. That's what the ao map is there for. The new hbao node does a very good job for that. Under PBR Utilities you can also find a PBR Albedo Safe Color node that you can plug in before your basecolor output in case you're unsure if some values are too dark or too bright.
  13. This should work (see attached file). Otherwise i believe it's included in this substance from him: https://share.allegorithmic.com/libraries/965 And yea it's pretty awesome node. Really helps for getting more polished "zbrushy" look on stuff, less noisy and procedural. Super awesome for making some erosion like terrain effects aswell. HB_noise_polisher.sbs
  14. Two custom nodes that i use A LOT are Hugo Beyer's noise polisher: http://hugobeyer.artstation.com/pages/free-stuff Bruno Cracks: https://share.allegorithmic.com/libraries/22 Others that i like: Get slope: https://share.allegorithmic.com/libraries/1172 Filter random: https://share.allegorithmic.com/libraries/2272 ID map from greyscale: https://share.allegorithmic.com/libraries/2289