totally random texture thread
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Quote from Steppenwolf
That's some good shit right there son
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Was playing For Honor last night and noticed this cool brick material on a castle wall, it looked almost oily. Got inspired and wanted to make something similar.
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Following up on the previous post. I duplicated the brick material, removed the brick height information and tweaked the colors and cracks a bit and made that into a worldvertextransition:
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After seeing these, sculpting or even using photoshop feels like a fool's errand.
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Quote from WD
2 hours ago, WD said: After seeing these, sculpting or even using photoshop feels like a fool's errand.
If you value time, I'd say so, yes
I spent an hour on that material, from booting up SD to saving the vtf's, most of which was spent nitpicking the colors. Then again, if I was making something like a plaque of a lion's face to be a part of a stone material, I would sculpt it and import it to SD. But I'm just an amateur, there are probably other means to doing that. -
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.
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Quote from Steppenwolf
19 hours ago, Steppenwolf said: 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.
Got any good ideas of how to handle irregular patterns in general? When I make an opus pattern for example, I have to resort to making the initial layout in Photoshop. I've seen some stellar looking irregular brickwork and I just can't figure out how the artist did it. I've tried experimenting with FX-maps, histograms, distance, levels etc.
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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.
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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
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I always enjoy seeing members giving each other good advice.
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Quote from VorontsovDisplay More
On 2017-02-10 at 3:05 PM, Vorontsov said: Optional misc. I don't want to clutter the post :).
http://# Reveal hidden contents Diffuse | Heightmap | Normalmap | Roughness
[Blocked Image: https://i.imgur.com/1suqyLw.png]
Substance Graph
[Blocked Image: https://i.imgur.com/113oXCX.png]
In-game comparing normalmap vs no normalmap.
I think some of the bricks could use a bit more of definition around their edges. A bit like this:[Blocked Image: http://imgur.com/xUM8un0.jpg]
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I made some bricks, too.
[Blocked Image: http://i.imgur.com/4q6ImBV.jpg]
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Quote from grapen
On 2/22/2017 at 5:28 PM, grapen said: Following up on the previous post. I duplicated the brick material, removed the brick height information and tweaked the colors and cracks a bit and made that into a worldvertextransition:
The content cannot be displayed because it is no longer available. Nice work! Did you make the Blend Modulate in SD as well?
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[Blocked Image: http://i.imgur.com/hK4U6zm.jpg]
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That's awesomely gross.
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