Some progress on the travertine:
I love the ability to iterate quickly in SD5.
Some progress on the travertine:
I love the ability to iterate quickly in SD5.
Been working on new materials to add to the pack in the hopefully near future. Spanish roof tile partially in Blender, mostly in SD5:
Going to try to give more focus on tessellating textures this time around.
Just curious, is it common that texture artists model/sculpt the object they want made?
Like, your roof example, is it common to model that roof to get look correct and bake a normal map from it
Also, by SD5, do you mean Substance Designer 5?
Hello Vata Raven. Yes, it seems to be very common. Building the distinctive features of the texture in a modeling program first and then baking out the normal lets you have better control. The alternative is to use a program like Bitmap2Material3 or CrazyBump to generate the normals from a source image. For most of the original materials in my pack, I used this latter method. I’m most likely going to go back on certain materials and do the modeling approach, to try to get better results. For instance, I took some pictures of some exposed aggregate concrete recently (the kind where they wash away the surface layer of cement to reveal the gravel), and after running it through B2M3, I just couldn’t get it to look realistic. So now I’ve loaded it up into ZBrush on a subdivided plane, and I’m going in and sculpting each pebble individually. It’s a lot more work, but I think it’ll pay off in the end.
Yah, SD5 is Substance Designer 5. It’s an amazingly awesome program and the Indie license is fairly cheap. The terms for selling stuff you create in it on the Indie license are also really good (you can sell up to $100k a year).
I’m no modeler, but I talk to someone who does, I could’ve sworn you can make those stamps from a decent normal (I see people do it to add small details for human skin and other thing), but I could be thinking the wrong thing
yeah, I know, the whole idea of being to upscale textures is the best thing about it, but it’s a pain trying to find artist that use Allegorithmic’s software (I was looking a while back)
maybe you could try this to help with your sculpting process, and did see some people uploading examples of wall meshes they took pictures of
Thanks for the link! I’ve been playing around with Photoscan (does the same stuff as 123D Catch). Definitely very cool stuff, and I’m learning the process.
Another material I’m working on to add to the pack, worn wood shingles:
Update #1 is live! Details at start of thread.
Added a detailed image of each material instance in the pack on my support site:
Good news! Necro’s Utility Material Pack is 30% off this week (starting 08-FEB-16).
So far so good with the sale this week! It should go through to this Sunday (13-FEB-16). I have no plans for putting this pack on sale again for quite awhile, so if it looks like something you’d like, get it while it’s 30% off!
If you get Necro’s Utility Material Pack, I urge you to rate it and/or leave a comment. I’m open to constructive criticisms/suggestions/requests.
Today’s the last day of the sale on Necro’s Utility Material Pack!
I’ve got to say, the sale was pretty nice A big thanks to everyone who bought the pack! I have plans to continue adding materials to it in the future. Also, thanks to the couple of people who rated it! I really appreciate it.