That's fucked up. I like it ![]()
totally random texture thread
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Natural Selection 3 is gonna look awesome

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All these Substance Designer works are inspiring. Such a powerful tool.
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Oh man, all this marvellous Substance Designer stuff here, that's really nice. I can contribute a SciFi trim sheet as my first posting here. It's baked from a high poly created in Blender and textured in Substance Painter.
[Blocked Image: http://www.victorkarp.com/images/meshes/scifitileset_1.jpg][Blocked Image: http://www.victorkarp.com/images/meshes/scifitileset_1_highpoly.jpg]
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Anyone worked with Filter Forge? Experiences? I haven't tried it myself but I'm really curious about it
https://www.filterforge.com/ -
Used it for a couple days a long time ago, didn't enjoy it that much. I think it's mostly useless for game dev compared to Designer, but maybe for photoeditors etc it's a bit more handy. However I will say this, if it looks intriguing to you, give it a spin.
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Quote from Vorontsov
18 hours ago, Vorontsov said: Used it for a couple days a long time ago, didn't enjoy it that much. I think it's mostly useless for game dev compared to Designer, but maybe for photoeditors etc it's a bit more handy. However I will say this, if it looks intriguing to you, give it a spin.
Hopefully they've done improvements since then. I might just try it out, not that big cost and it's a one-time fee.
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Messing about with some workflows, made a wood texture..[Blocked Image: http://i.imgur.com/qES3VGy.png]In source
[Blocked Image: http://i.imgur.com/aaLebjz.png]
In substance
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Hello everyone
I have been hanging around this forum for a while until I decided to sign in recently. There is so much amazing art in here, it is very intimidating. I really need and want to improve in this field, and my work so far is absolute crap. A few months back I worked on this wood texture for a school project, and I got really great constructive criticism and feedback from a very talented game artist (kikette in this forum I think). But I've never been really happy with it in the end, so I reworked the texture recently during my freetime. I applied the critics I got, then I added a bit more aging than before and completely reworked the microsurface. Zbrush & Knald to get the maps I needed + photoshop.
[EDIT] I spotted the texture seam I've never noticed before.. Gonna fix it rn
Albedo / Normal / Gloss / Reflectivity / Height / AO
If you've got the time to point the things that look odd and tell me what you think, it will be really appreciated!
Thanks guys, keep up the killer work
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@Vancrom I think it looks great!
My critique only depends on the usage of the texture. I would remove some of the unique parts to avoid some obvious repetition.
If it's never going to be used in any large surfaces then it's fine to leave them.
[Blocked Image: http://i.imgur.com/dpLat1d.png]
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@WD You are completely right, and you are not the only one telling me

I did it for personnal training only and don't plan to use it anywhere for now. But it will surely come in handy in some time, so i applied really few minor changes in a duplicated file, just in case I can't hide the tiling if it is used for large surfaces - following your feedback. I'll surely have to work more on it when the time comes.
Thank you

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Having a bit of fun creating new textures for my new map in CSGO
Diffuse and normal maps are photo source-based, all (painfully) created and edited in Photoshop :D; I'm really tempted to start using Substance Designer after seeing the smooth workflow and all the awesome textures created with it in this thread.
[Blocked Image: http://i.imgur.com/NQsU17d.jpg]
In-game
[Blocked Image: http://i.imgur.com/yGpy9ad.jpg]
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Well I must say you are already achieving great results @will2k! Guess it would just get better if you do switch

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Not bad Will2K, but remove all you lighting information from your diffuse ! It suggest a lighting setup that do not necessary matchs the one you have in your level. Let your normal map create the blend between your texture and the scene for that.
About Substance, be careful. It looks Easy, since people are showing tones of classic stuff (Floor tile, wood planks, bricks...) made and already remade (And easy to do.. so very popular in student places ! )... Pattern texture are certainly the easier to achieve, but when you're looking for something more organic and natural ( Plaster wall with spatula marks), things are getting seriously harder and will add challenges that you wouldn't had with a classic Zbrush / photoshop workflow.... Btw, Zbrush / Substance designer is certainly the best way to do absolutly everything you want... but do not only count on Designer to make absolutely everything

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Nevermind, I'll share this again later once finished.
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Starting to get more comfortable with Substance Designer
[Blocked Image: http://i.imgur.com/n7M7sZR.png]
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[Blocked Image: https://i.imgur.com/rX5LfuO.png][Blocked Image: https://i.imgur.com/HoKunQi.png][Blocked Image: https://i.imgur.com/PPxGSiD.png]
Designed for the source engine in substance designer.
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Haven't shared something in a while. Here is a circuit board substance that i made for Polycount challenge:
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