PART 1
BREAK DOWN
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.
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.
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.
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.
PART 2
BREAK DOWN
Procedural wall material made entirely in Substance Designer.
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
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
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.
Here are some of assets as following
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.
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.