I'm kind of a shy person so I haven't shared any of my work online yet (except for cgc exercises and an unrelated model) but I've started to think it might be productive to share my humble models, textures and some 2d art.
@drgnclw Looks sweet! Just a minor critique about the background: since the leather straps are already brown and warm, the background could be leaning towards the blue/cool end of the spectrum to really help separate it from the background and emphasize it more. But hey, you finished it. Good work.
Took a 2 day break and made another my plan for the rest of the month. I'll finish architectural visualization course and I'll make 3 different materials in Substance Designer (fabric, leather and metal)
Here's the WIP for fabric. It's simple but I'll add some patterns on top and probably make other changes.
I was going to add patterns on top of the same fabric but ended up creating another another one. The base weave pattern is different in two ways: implementation (node network is a bit different, which ended up inefficient compared to the first) and lint.
I wanted to add more randomness, some color variation and some sort of "visual handshake" between two patterns but because of my new implementation it would have taken some time. The hard part was making the square pattern anyways :)
Criticisms are appreciated.
@drgnclw Looks really good man! I just bought Substance yesterday and am eager to dig in. I do think it's suffering from the cg perfection syndrome. A little wear and grunge could go a long way, but keep it subtle. Also since it's fabric, go heavy on the fresnel.
pprocyonlotor I'm certainly going to try rendering the fabric(s) in cycles before my next project. Going heavy on the fresnel will probably be the first thing I'll do. Thanks :D
Very basic leather. I thought it would take much longer to make. Messing around with the gradient map node was the best part (I don't know why but I enjoy coloring things with gradient map :D)
Next is the metal material I want to make which is also simple and will take probably a day. I'll make it a bit more complex and spend an extra day on it since there are four more days until the end of the month. After that I'll look into a Substance Designer tutorial I bookmarked.
@drgnclw Nice leather! Though it is very new looking, which you don't see too often in real life... How about a variety on this with some wear and tear? Could be fun to make 😊
@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.
ssmurfmier1985 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
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.
@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!
@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!
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,
@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.
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.