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PART 1

corner8_window.jpg

BREAK DOWN

Flower_Pattern5.jpg
SD_Curtain_Node.PNG
SD_Curtain_Node4.PNG
CurtainRoughness.PNG
CurtainAmbient.PNG
Pattern Curtain Material

This is my curtain material created with Substance Designer. Everything has been done using only substance designer and all textures are tilable. I am trying to learn complicated pattern that used by Alpha Patterns in combination with procedural way to create these Curtain Materials. There are many more Patterns in the file to create many variations and colours. 

SD_Curtain_Node3.PNG
CurtainNormal.PNG
Curtain_Pattern.PNG
Wood_1080P_V02.jpg
Peeling Wood Material

This is my peeling wood material created with Substance Designer. Everything has been done using only substance designer and all textures are tilable. I am trying to mimic peeling effects that occurs when wet wood expands and contracts from moisture and temperature change, causing the paint film to loosen, crack and roll at exposed edges and fall off. I created a  bunch of alpha Patterns in combination with procedural way to create these Peeling Wood Materials. There are many fractural patterns in the file to mimic the surface that affected area can widen and continue to loosen the paint film if left untreated.

SD_Node.PNG
SD_Curtain_Node.PNG
WoodAmbient.PNG
WoodNormal.PNG
WoodRoughness.PNG
SD_Node2.PNG
Capture1.PNG
Ivy

This is my ivy pattern created with SpeedTree. The climbing plants has been done using SpeedTree. All leaves, trunks and branches are generated within Speedtree. I am trying to let climbing plants growing alone the window without intersecting of each other. I imported the mesh into the modeler, make it into a mesh force and enable that force on the vines branches except that its shape, in which the force is applied, but also what happens when things are inside, are outside, or collide with the mesh. Then, make a Mesh force from this mesh and make sure it lines up exactly with the window Set the “Force action” to attract and the “Collide action” to obstruct. Enable this Mesh force on the vine generator to have the vines wrap around the window.

Ivy System
Capture8.PNG
Capture9.PNG
Capture12.PNG
Capture10.PNG
Capture3.PNG
Capture2.PNG
Capture6.PNG
Capture4.PNG
Speedtree_leaves2.PNG
Procedural Material

    After creating climbing plants, I am trying to using Megascans to create texture to export to Speedtree. Just making a Cutout around Megascan material's opacity channel can make leaves render more optimally. After importing mesh and leaves materials, use a mesh, each leaf can be deformed individually, trying to make leaves won't all look the same. 

    In order to improve efficiency, I use bunch of nodes to create procedural shaders. The purpose of this is to improve production efficiency. My potted plants are made up of polygons of different shapes. If UV is displayed according to each, doing so will increase the workload. But if I use arnold's own nodes, such as ambient occlusion and curvature node, it will also create realistic textures. The color variation will change based on the the leaf shape. Height and width will affect the color and roughness at the same time. The advantage of this is that I don't need to consider the UV of the leaves, which means it can apply this procedural material to every plant. 

Speedtree_leaves3.PNG
huapen.jpeg
Speedtree_leaves6.PNG
huapen.PNG
huapen2.PNG
Capture5.PNG
Nuke_Node.PNG
Nuke_Node2.PNG

PART 2

unreal_poster.jpg

BREAK DOWN

SD.PNG
Wall_SD.PNG
Wall_SD.PNG
wall_wireframe.PNG

Procedural wall material made entirely in Substance Designer.

trunk_main.PNG

Modeling/Texturing/Baking

 

I was trying to create materials that could be used to blend and paint including the creation and adaptation of textures and shaders, vertex blending, and UV mapping, ensuring that the multitude of shaders used on the ground/floor areas were all was setup correctly for the wetness response 

NodeGraph03.PNG

My focus here was mainly on ensuring that the multitude of shaders used on the ground/floor areas all was setup correctly for the wetness response  

vetex_painting.PNG
tree02.PNG
tree.PNG

This is my own personal project, my responsibilities included creation and adaptation of model, textures and shaders, vertex blending, and UV mapping, as well as other general tasks. 

Plant.PNG
Grass.PNG

Here are some of assets  as following

woodtable.PNG
Camera.PNG
win02.PNG
win_03.PNG
SD_baking.PNG

Instead of using high poly, baking maps is still the most useful way for achieving the high poly look, Substance Designer, Zbrush, and SP are the most commonly used app.

Painting02.PNG
chair.PNG
cidai.PNG
Vionlin.PNG
textures.PNG
Piano_M.png

Instead of using high poly, baking maps is still the most useful way for achieving the high poly look, Substance Designer, Zbrush, and SP are the most commonly used app.

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