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Posted
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.

SD6_curve_editor.jpg

Some crap i was working on last night. Need to polish them turds a bit more before i make marmoset beauty shits shots.

SD_shit_puddle_wip_01.jpg

That's some good shit right there son

Posted (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 :D 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 by grapen
Posted

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.

Posted (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 by grapen
Posted (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 by Steppenwolf
Posted
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

1suqyLw.png

Substance Graph

113oXCX.png

In-game comparing normalmap vs no normalmap.

TOExa6Q.jpg

slQwxxQ.jpg

 

 

 

I think some of the bricks could use a bit more of definition around their edges. A bit like this:

xUM8un0.jpg

Posted
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:

brick29v2.thumb.jpg.eb971a606935b3328b256df804e32ea6.jpg

Nice work! Did you make the Blend Modulate in SD as well?

Posted
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 =)

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