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Everything posted by TWahl
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I went back and edited my main smart material in substance, new look looks much better and well-defined. Scales accross different textures very well also. Far less layers to deal with also makes editing much simpler and easier. Luckily I did not get too far with my original material I was working with previously, so re-doing previous textures should not take too long. Also did a quick lighting test in 3ds max with a few colored lights (to roughly guage PBR reflections/metalness properties). There are no direct light sources, just placed some lights semi-randomly in the scene without too much care. One thing that was a bit of a pain was figuring out that substance painter does not have very good support for non-square textures, so I also spent some time creating new masks in designer which would not get distorted when using non-square resolutions (i.e. 1024x2048). This took a bit of time but in the end I will end up having to do much less work making the trim textures tile, and I won't be dealing with distortions or "squishing" of critical grunge maps or masks. This was previously a pretty big road block to my progress.
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Deeply apologize for the lack of updates lately. Lots of job interviews and travelling for the past couple of weeks. Hope to post again as soon as I can.
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Scifi Trim Texture Preview
TWahl commented on TWahl's blog entry in Work in Progress - Scifi PBR Media
Yeah no problem! I agree with your points about recovery. Oh well I sort of meant the whole so many textures thing as a bit of a joke. It's just a lot of work haha, but that does not mean I don't enjoy doing it. If anything I think it will end up being a good selling point. I have bought 3d asset packs many times in the past and while some of them contain a fair variety of assets I always wound up being fairly limited in that you could only create the same types of environments over and over again. That is something I want to address with this and give more creativity to the end user. In the end I don't feel the need to justify the size of the project to anyone - it's just the path that I chose and I am happy with it. I think in the end with the way I plan on distributing everything there should be no issues regarding this either as I will be giving the option for individuals to purchase singular textures if they only need a few for their projects. I.e. I will be uploading each one individually for download/purchase. -
Scifi Trim Texture Preview
TWahl commented on TWahl's blog entry in Work in Progress - Scifi PBR Media
Hey no problem - I have not done so yet although I am getting closer to finishing up. I'm hoping I can start selling my models and textures sooner than later. It's been quite an arduous process so far. Although I'd say 99% of the work involved with this has been condensed into the past year or so I still can't believe this sprouted into a multi-year long ordeal sometimes. I'm 25 now and I started this when I was 21-22... For me a big obstacle since I have started has been balancing my schedule (work/social) and avoiding burnout. There are a few times I've told myself I'd take a week off in the past and then I'd end up decompressing for a month to regain focus. I have a very active lifestyle also (physical fitness) so I have to find time to do weightlifting too. And recently I started volunteering as a COVID vaccine distribution helper in my city (USA) on top of all of that But I think taking those breaks like that has been a benefit since it has forced me to stop, think and take a fresh look at things before returning, which allows me to more easily see areas that need improvement. I won't lie - there were points where I seriously questioned why I decided to make so many textures haha. But at the same time I've always dreamed of making a pack like this, and I think it is cool because I was able to re-use or re-imagine a lot of very old artwork I made as an early teenager to when I was in high school. Feel free to ask me any more questions! -
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Redux of a wall texture which I posted quite a while back. These pictures and those which I have been posting recently reflect what will essentially be the shipped product at this point. I will also be saleing each texture/material individually, which will include variant maps for paint and some small detail variants (as an example, the perforations on the large panel of the below texture can be removed for a flatter looking wall). Still need to decide if/how I would like to package substance painter files. I will likely be doing so to give more creative freedom but I need to make sure all of the assets are included and that the files can be transferable. This is just one of the 57 total unique wall textures that I am currently working on at the moment: At this point I have yet to decide on a pricing scheme and will not be doing so until I get to the point of assessing everything once it is all done. A large majority will be paid, however some materials which are more simple will be free of charge or given away at a much smaller price. In addition, materials with lesser variants will be cheaper than ones with more detail or many unique sub-variants. Likewise I will also be pricing the entire collection at a fair discount in relation to purchasing each material individually. Again, once I get to the final stretch I will have more info to share regarding this. I will also be writing up pdf files to include which detail how to use these materials in your games and how to edit them in substance (just one pdf file, not one for each texture). Thanks again and I appreciate all of the support.
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Work has been continuing on my ongoing scifi materials/media pack. I have since updated my desk and workstation setup to support dual 1440p monitors on adjustable arms, which has made making progress on this much easier and less straining on my eyes. The amount of screen real estate I have now is so much better than before and my workspace is not cramped anymore, which has been great. Enjoy a small snippet of what I have been working on today, much more to come soon...
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Currently been workint on making upgrades to my desk setup over the past week, I will be back to posting updates very soon.
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Mining/hex floor test using the same material I made for the reactor wall, albeit with some small tweaks. I generated this very quickly just by changing texture maps and color selections. Although it is becoming apparent that I need a second monitor just to manage all of my layers...
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More edits I made over the course of today. Last little bits of work to do include adding any last final touches, and then cleaning up the layer stack to ensure that all height/metallic/roughness layers are interacting correctly. Then I can start procedurally generating each different texture based on this single material. I hope to start that process sometime this week so I can put a scene together. 2K resolution
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Completely reworked much of the master material and it has really transformed into something much better than before. Added new detail to lights and completely revamped the original metal, rust, and paint materials to have better surface properties. Things are much less busier and do not have odd height details. Overall I am very happy with these results, and I do not envision much more work being needed at this point other than some cleanup and checking each material channel to ensure that the layers are interacting/blending properly. These are still 2048x2048 pixels in resolution. I do not think any up-resing to 4k is necessary at this point, and I am too far along to take time (probably at least a week) to re-bake the hundreds of texture maps that would be needed to undertake that task. Above tested in a custom warm lighting condition to simulate a suitable game environment
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More work from today, set up substance painter particle brushes for rust streaking effects which really help lend a bit more realism and overall aid in tieing everything together. I am very happy with the new metallic look.
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This is where I am leaving off for tonight, overall I am much happier since the metal looks much less like gray pitted stone: