Polybook – drgnclw

Forum Archive Polybook – drgnclw

Viewing 15 posts - 31 through 45 (of 202 total)
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  • #43978
    silentheart00
    Participant

      @drgnclw Nice leather!  Have you watched the leather course here?  Kent talks about adding levels of detail to help break up the surface and make it feel less predictable by adding a large voronoi, a medium voronoi and a small voronoi.  Maybe you could use that approach to help break up that leather more, too.

      #43979
      odunov
      Participant

        @smurfmier1985 Thanks for the advice. All of my reference images were brand new leathers but I’ll add the wear and tear on top tomorrow. It’ll be much more flexible this way 🙂

        @silentheart00 I have not watched it. I’ll definitely watch it. In fact, I’ll watch the whole shader forge course since it seems like most things/ideas in it can also be applied to Substance Designer as well (like the brushed metal I made for my sword)

        I saw a type of leather that had different levels of detail just like you mention but it was after I was pretty much finished with mine. It would definitely benefit from that kind of thing. Thanks

        #43980
        smurfmier1985
        Participant

          @drgnclw Cool! Looking forward to it 😬

          #43981
          silentheart00
          Participant

            @drgnclw No prob!  Shader Forge is damn good.

            #43982
            odunov
            Participant

              Today I kinda learned how to make rocks/stones and stylized leather through lots of trial and error. I haven’t made any complete materials of them though. Instead, I added a bit more to my leather material. Here’s the results.

              I don’t have much control over the wear mask because of the way I put it together (I had to blend all the diferent maps separately which is not difficult but I had not done it before, so I focused on that)

              The wear itself isn’t that great (more long scratches would be good, for example) but it’s a start. I believe I’ll get better results in the future.

              #43983
              smurfmier1985
              Participant

                @drgnclw Oh yeah, this is getting somewhere! That’s the most important thing, learning and improving each time, discovering better ways to create something. I’m also sure the next time will be even better and faster. Good work!

                #43984
                silentheart00
                Participant

                  @drgnclw The leather without wear looks pretty good!  With wear might be a bit much, but I guess it depends on the object scale, too.  Good progress!

                  #43985
                  odunov
                  Participant

                    Last four days went real fast. I made two materials since Wednesday and watched Tekken World Tour Finals (which was mind blowing) last two days.

                    One material is a hammered metal. It is very simple and I guess could have added some more details to it. I just had an idea on how to make it and went for it.

                    And the second one is the most complicated material I’ve made so far. It’s fancy(ish) but old and worn pavement. I think it turned out alright. It is a bit shinier than it is supposed to be but it would have looked flat  if it weren’t since it’s just an OpenGL render,

                    #43986
                    silentheart00
                    Participant

                      @drgnclw Heh, guess I’m not the only one with a hammered metal shader now lol.  Looks good, nice dirt in places.  Mine’s a little more smoothed out with the intent of being used in a jewelry sense, but this looks like a good “rough” look, if that makes sense.

                      Pavement looks good.  I’d be interested in seeing it applied to a scene and how that’ll affect the shader.  Good work.

                      #43987
                      odunov
                      Participant

                        @silentheart00 Thanks.

                         I’m thinking about going over all the materials I made so far (except the brushed metal) to make small adjustments and tie all the sliders for roughness value, grunge maps’ contrast and balance values etc. to just one slider to get consistent and easy control over them. And then I’ll put them together in a simple scene together. It will probably require some planning and modeling so I’ll do it in the second half of this month.

                        #43988
                        silentheart00
                        Participant

                          @drgnclw Sounds like a plan.  Looking forward to it.

                          #43989
                          smurfmier1985
                          Participant

                            @drgnclw That’s a cool idea! 😎👍🏻

                            #43990
                            odunov
                            Participant

                              When I saw the new mini tanks course, I got an idea of designing a Warhammer 40K inspired tank. I’ll start watching the course very soon. I’ll focus on the texture painting side of the course because I wanted to take a look at texture painting in Blender 2.8 ever since I saw some videos on Youtube. To be honest, it would be great not to go through the slight hassle of exporting and importing a bunch of stuff when using Substance Painter.

                              To be able to sketch some of the tank ideas I have, I started practicing drawing primitives in perspective. Hopefully, I’ll have something to share very soon.

                              I also started watching Substance Masters videos. It is a series of very long videos without any commentary showing the creation process of a bunch of fairly complex materials. I learned some valuable things from recreating what I watched so far, but I think examining the provided Substance Designer files and recreating them that way would be more time efficient.

                              Here’s what I recreated so far. It is going to be a moss covered rock.

                              #43991
                              Scott McClellan
                              Participant

                                @drgnclw … love the weapons and what you’ve done with materials thus far is very neat. I dub thee “Weapons Master”

                                #43992
                                silentheart00
                                Participant

                                  @drgnclw Looks rocky so far lol.

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