[SUPPORT] Necro's Utility Material Pack

HavocX: those are interesting ideas, and shouldn’t be too hard to implement. And for materials like this, should I provide multiple variations of the texture, for variety? With a few variations on the texture, I could create a blend to break up features when tiling. I don’t really see this mat as being a floor mat, but as one to be used on rock meshes, so that might not be that important, and the increase in pack size might not warrant it. 4k textures add up in size pretty quickly :confused:

Added a couple of pics of some variations I’ve on the diamond plate: instances

Keep up the good work Necro!

What I like to see in materials:

  1. Some solution to large tiling areas – using world-space coordinates to look up into a noise modulation or similar.
  2. Multiple materials that work very well together in the same class – not just one “wood” texture, but five or six with variations in knottyness, smoothness, etc.
  3. Landscape materials that use the height and color layers to create good-looking blended terrain.
  4. Pre-calculated micro-level ambient occlusion
  5. Physically accurate gloss/roughness maps and normal maps

Actually painting the base texture isn’t that hard, even for me as a programmer. (I can always use Filter Forge :slight_smile: Making materials that actually work is a lot harder, and where the real value is IMO.
Also, I’d be careful about displace-based materials – those could be too expensive to use for most games on most targets.

Thanks BardicKnowledge!

Jwatte: the large tiling area problem is one I’m keenly interested in. Some textures that look great on small surfaces look horrible when tiled on a landscape. The more unique characteristics a texture has (knots in a wood texture, for instance), would make it look bad over a large surface. Epic’s technique in a lot of the starter content mats is to multiply the diffuse by a macrotexture to break up the repetition. This works good on some stuff, not so much on others (I’m still trying to get my smooth mud to look good over large surfaces).

I’m not sure I know what you mean on #4? Is this an AO map that gets faded in when you get in close to the material?

Been playing with dDo a bit: http://www.totaliterritory.com/images/nump/nump_dp_rust1.jpg. Generated the rust diffuse, roughness, and normal textures and blended them into the diamond plate. Wasn’t really wanting to utilize dDo for this pack, but I love the way it turned out. Gonna parameterize the master material to allow you to dial in the rust.

Added some more instances: http://totaliterritory.com/blog1/necros-utility-mat-pack-instanced-materials/

I’ve already submitted to get the ball rolling (still tuning stuff while I wait).

I put the Porcelain Floor Tile material on my site for download as a sample. Feel free to use it in prototyping. If the pack ever makes it to Trello, maybe you’ll vote for it! :slight_smile:

Now on the Trello site: Necro’s Utility Mat Pack! I put some more info at the top of the thread.

Thanks to everyone who has voted so far! I think 15 votes in a couple days is pretty good for a materials pack.

And I’m glad that, unlike in the mid-term elections going on tonight in the US, we don’t have to campaign for our votes (though it doesn’t hurt)! It could lead to some interesting advertisements: “My opponent says his materials are PBR, but what do we really know about them? Once elected, he plans to cut resolutions across the board. And he kicks puppies.” :slight_smile:

Here some more stuff I’ve been working on for the pack:

On the left is one I just added: old asphalt. In the middle is the diamond plate material, showing a painted surface and heavy rusting. On the right is a painted rusted material I’m working on. It looks good on old pipes.

Please vote for this pack over on Trello: Necro’s Utility Mat Pack. I’ve got 16 votes so far. Thanks to everyone who has voted so far!

Shame we have to wait so long for these to be released. Most of there I need right now. Do you have a website we could purchase the pack from till they get on the market place

Hello Seandennis, and thanks for the interest! I don’t currently have plans to sell this outside of Marketplace, as it just seems like a huge headache. Markplace takes care of most of that headache (file hosting, tax collection and disbursement, contract language). I do have one of the mats as a sample on my site: http://totaliterritory.com/blog1/necros-utility-mat-pack/, if you want to try it out and see if it’s something you could use. If you like it, and want to get the rest of the pack, vote for it on the Trello: Necro’s Utility Mat Pack. I appreciate the support.

I added the painted rust material to the sample materials zip I have on my site: Sample. The following pic shows two of it’s instances:

Left: Metallic paint Right: non-metallic paint. Vertex painting defines a grime layer, which is clearer on the non-metallic painted version.

Painted cinder blocks. Has dial-able grime layer. Vertex paint determines where grime is.

Corrugated metal roof:

I did another normal with the old fashioned clam-shell curve, but it didn’t seem to translate well. Looked very confusing to the eye in game.

Painted corrugated steel with vertex painted grime and rust:

A new one I’m working on, inferno texture:

It looks much better in motion :slight_smile: The pack only has another week on the Trello site, so if you like any of what you see, give it a vote! Thank you for your support.

Woot! Necro’s Utility Mat Pack is in the Coming Soon section of Marketplace! Opened it up to see what was new, and just spotted it. A big thanks to everyone who voted when it was on the Trello!

It’s been quite a while since I’ve worked on this pack, but messing around with Zbrush and Substance Designer 5 have rekindled the fire. I’m planning on adding a slew of new materials to Necro’s Utility Material Pack to enhance its value. All of the new materials will be things like floor/wall tile, wood planks, metal panels, etc. SD5 and zbrush are great for this kind of thing, and I’m having a blast messing with them. Additionally, I feel the original pack was light on actual utility (I loved making the inferno texture, but now I don’t think that’s all that useful). Here’s an example of something I’m working on in SD5:

I intend the final material to be configurable, so you’ll be able to dial in the wear and vertex paint in the scratches.

I intend to clean the pack up a bit, also. All of the existing materials will remain, but I might tweak textures and material parameters a bit. Input is valued!

Preliminary versions of two mats I’m working on in SD5, shown in UE4:

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The top one is the one I showed previously in SD5. The bottom one is a travertine tile I’m working on (still needs a lot of work…travertine is very porous in real life).