Minos Posted February 16, 2017 Report Posted February 16, 2017 2 hours ago, Steppenwolf said: 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. That's some good shit right there son kikette, -HP-, Steppenwolf and 1 other 4 Quote
Steppenwolf Posted February 19, 2017 Report Posted February 19, 2017 (edited) Was just messing around with some patterns and curves, ended up with a cool panel type thing. Edited February 19, 2017 by Steppenwolf Vorontsov, tomm, LATTEH and 19 others 22 Quote
grapen Posted February 22, 2017 Report Posted February 22, 2017 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. Steppenwolf, tomm, Plat and 12 others 15 Quote
grapen Posted February 22, 2017 Report Posted February 22, 2017 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: Fnugz, WD, Squad and 10 others 13 Quote
WD Posted February 23, 2017 Report Posted February 23, 2017 After seeing these, sculpting or even using photoshop feels like a fool's errand. poLemin, grapen, Vorontsov and 2 others 5 Quote
grapen Posted February 23, 2017 Report Posted February 23, 2017 (edited) 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. Edited February 23, 2017 by grapen Quote
Steppenwolf Posted February 23, 2017 Report Posted February 23, 2017 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. Harry Godden and grapen 2 Quote
grapen Posted February 24, 2017 Report Posted February 24, 2017 (edited) 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. Edited February 24, 2017 by grapen Quote
Steppenwolf Posted February 24, 2017 Report Posted February 24, 2017 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. grapen 1 Quote
Steppenwolf Posted February 24, 2017 Report Posted February 24, 2017 (edited) 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 Edited February 24, 2017 by Steppenwolf grapen 1 Quote
Sprony Posted February 26, 2017 Report Posted February 26, 2017 I always enjoy seeing members giving each other good advice. Quote
Sjonsson Posted February 26, 2017 Report Posted February 26, 2017 On 2017-02-10 at 3:05 PM, Vorontsov said: Optional misc. I don't want to clutter the post . Reveal hidden contents Diffuse | Heightmap | Normalmap | Roughness Substance Graph 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: Vorontsov 1 Quote
esspho Posted February 26, 2017 Report Posted February 26, 2017 I made some bricks, too. Bevster, Harry Godden, Vaya and 1 other 4 Quote
cashed Posted February 27, 2017 Report Posted February 27, 2017 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: Nice work! Did you make the Blend Modulate in SD as well? Lizard and grapen 2 Quote
grapen Posted February 27, 2017 Report Posted February 27, 2017 2 hours ago, cashed said: Nice work! Did you make the Blend Modulate in SD as well? No the modulate was a quick and dirty photoshop job. Now that you mention it though, I should explore that option. All optimization is good optimization =) cashed and Squad 2 Quote
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