Shibou Posted June 28, 2016 Report Share Posted June 28, 2016 3 hours ago, Steppenwolf said: I created the shape of a single tile and then i plugged it into a tile generator with some parameters to randomize things a little, like size, rotation, offset. I did the same but my result didn't even look half as good as yours. It seems like you used multiple generators and blended them together... you should make a Tutorial on that als roof tiles are more complicated then bricks ;-) Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted June 28, 2016 Report Share Posted June 28, 2016 (edited) Well, once the shape is fed into the tile generator it runs through a whole other contraption of filters, noises and masks to create variation and get rid of the procedural look but it all follows the basic principle of adding layers of ever smaller details on top of each other. This Substance got pretty complex in the end and getting the roof tile shape took some experimenting but as with everything in Substance it can be broken down into very simple parts. When you take a look at the graph it's really just some basic geometric shapes, gradients and 2d transforms blended and masked together. For getting some of the round and skewed shapes i used simple directional warps with gradients to drive them. I didn't use any advanced tricks. Edited June 28, 2016 by Steppenwolf Shibou 1 Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted June 28, 2016 Report Share Posted June 28, 2016 On another note: when you make something like the tile shape always use tesselation and crank the scale up so you see exactly what's going on and how your tweaks affect the shape. For your large shapes in the early stage the heightmap is king, gives you a much better impression of what you're doing then looking at a flat surface with just a normal map. hgn, FMPONE, Shibou and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Jenn0_Bing Posted September 15, 2016 Report Share Posted September 15, 2016 This threads been a little quite lately. I've been plugging away at another substance. Got all inspired by various horror things recently, so I made a body horror type meat tunnel. The graph got a little out of hand along the way. tr0nic, grapen, cashed and 21 others 24 Quote Link to comment Share on other sites More sharing options...
PogoP Posted September 15, 2016 Report Share Posted September 15, 2016 (edited) Fuckin hell man thats insane. Nice work! Is it all one texture? Wrapped around a cylinder and displaced? Reminds me of the Gorge tunnel in NS2! Edited September 15, 2016 by PogoP FMPONE and Jenn0_Bing 2 Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted September 15, 2016 Report Share Posted September 15, 2016 Crazy good Mark! I've added a couple Substances to my artstation recently that i haven't shown here: https://www.artstation.com/artist/steppenwolf/albums/45013 Jenn0_Bing, Pampers, Beck and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Pampers Posted September 15, 2016 Report Share Posted September 15, 2016 These all look good Spoiler but honestly never understoond the need to take screenshots of the substance nodes Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted September 15, 2016 Report Share Posted September 15, 2016 If you don't show the graph someone will always request it. It's educational for others. Think of it like 3d artist showing wireframes. Vorontsov, 2REK, Vaya and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Pampers Posted September 15, 2016 Report Share Posted September 15, 2016 but showing it in that states is useless, can't see what nodes are being used or anything, anyway, stupid rant, carry on spence 1 Quote Link to comment Share on other sites More sharing options...
Jenn0_Bing Posted September 18, 2016 Report Share Posted September 18, 2016 (edited) Thanks guys <3 And yeah, I kinda agree Pampers but like Steppenwolf said, if I didn't post it someone would ask for it. It's as much insurance to the claim it was made in SD as it is breakdown of the graph. That said if anyone wanted any specific shots I'd be happy to share. I wish Allegorithmic would add some function to quickly output a high-resolution shot of your graph. On 9/15/2016 at 2:24 PM, PogoP said: Fuckin hell man thats insane. Nice work! Is it all one texture? Wrapped around a cylinder and displaced? Thanks It's 4 textures I exported from the one graph with vertex blending done in UE4 using tessellation. These are the individual ones I used: Edited September 18, 2016 by Jenn0_Bing Shibou, Plat, dux and 5 others 8 Quote Link to comment Share on other sites More sharing options...
grapen Posted September 19, 2016 Report Share Posted September 19, 2016 Eh, you guys sold Substance to me. I'll grab the indie license and dive right in. Any great starter tuts on the UI you'd recommend? Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted September 20, 2016 Report Share Posted September 20, 2016 Check out the tuts on the Allegorithmic youtube channel first. I can highly recommend Rogelio Olguins Gnomon tutorial but it's not free. Vorontsov and grapen 2 Quote Link to comment Share on other sites More sharing options...
tomm Posted October 3, 2016 Report Share Posted October 3, 2016 started playing around with substance as well, this is my 2nd attempt at some generic ground tiles, first one was garbage. Bevster, hgn, Vorontsov and 2 others 5 Quote Link to comment Share on other sites More sharing options...
Dosentti Posted October 3, 2016 Report Share Posted October 3, 2016 I see Substance Design is pretty HC tool. I gotta try it too. Is it any good with creating textures for csgo since there are so many limitations? Quote Link to comment Share on other sites More sharing options...
Pampers Posted October 4, 2016 Report Share Posted October 4, 2016 what limitations? Quote Link to comment Share on other sites More sharing options...
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