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Rene's Summer + 3rd Year Thread

- - - - - rene summer 3rd year games art ship environment rjeeez

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#16
rjeeez

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I did it, I saw neil post the link to the competition and I seriously questioned whether I would try it haha but alas I did. I'm happy with the result, things to improve as ever but for less than a month of work. I'm happy with the result. Next time I'll fix things like scale and overall texture stuff and composition but it was a good (stressful experience). but oh well.  :) 

Scene was textured and rendered in substance painter.

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#17
rjeeez

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Taking a little break from the ship, touching up texturing skills. 

This is a phone box for a scene, its not finished yet, need to tone down textures a little due to it being a bit noisy and lighting in marmoset  is rough but this is where I am atm. 

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#18
rjeeez

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Forgot to mention this is 5843 triangles. There is up close detail as pictured but 3d hit kills it from a distance.

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Edited by rjeeez, 27 July 2016 - 09:26 PM.

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#19
rjeeez

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Tweaked it. I think I'm happy with it and will call it finished.

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#20
rjeeez

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Last post of this I promise. These are the final pics. Learn't a lot from this.

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#21
rjeeez

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Catchhing up on substance designer as I literally forgot how to use it lol. Enjoyed the process though. :)

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#22
Mossbros

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Looking really good Rene, my only critique would be to try and make sure you are working at higher tile ratios than 1x1 while creating the shapes. This material looks great at 1x1 but looking at the shapes, you can really see it would have problems with anything more than that. 

 

Try and create all the materials as separate elements. Ie:- Rock and Puddle materials.You can then vertex blend them together using height maps for water and such which will give you much better transitions and as an added bonus you'll get much better realism by having water only in areas you want it, breaking up the tiling noise much more. 

The rock material looks fine, it's really just the water that's causing the tiling issue. 


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#23
rjeeez

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Looking really good Rene, my only critique would be to try and make sure you are working at higher tile ratios than 1x1 while creating the shapes. This material looks great at 1x1 but looking at the shapes, you can really see it would have problems with anything more than that. 

 

Try and create all the materials as separate elements. Ie:- Rock and Puddle materials.You can then vertex blend them together using height maps for water and such which will give you much better transitions and as an added bonus you'll get much better realism by having water only in areas you want it, breaking up the tiling noise much more. 

The rock material looks fine, it's really just the water that's causing the tiling issue. 

 

Thanks , yeah the materials are actually separate I only uploaded the one variant but I have a separate dirt and pebble material, rock face the one a shown and a cliff variant, then the water based upon height information so it can rise or lower using a histogram scan to control the amount of material blend, since I'm blending 3 separate materials. 

For the pic of the node graph I copied the contents of the folders and put them together to give an idea of size but in their natural state they're hidden in utilities then referenced in the master graph I named rock_ground.\

 

The 1x1 scaling I had no clue about until I tried to tile it and it was obvious it was tiled (which defeats the point lol). But thanks I definitely have to prepare for that next time. :)  By any chance do you know how to increase the tiling from the beginning to above 1x1?

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Edited by rjeeez, 18 September 2016 - 08:30 PM.


#24
Mossbros

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If you work relative to parent from the beginning and set your output size to like 3x3 you should be generally ok. When working just make sure you don't start adding details that are too unique, or then you will see them tiling like crazy. The key is to be subtle, yet enough that it actually makes a difference. 


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#25
rjeeez

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If you work relative to parent from the beginning and set your output size to like 3x3 you should be generally ok. When working just make sure you don't start adding details that are too unique, or then you will see them tiling like crazy. The key is to be subtle, yet enough that it actually makes a difference. 

Ahh great, thanks Jordan. Yeah I've realised subtly's important, the material needs to be interesting as a whole but quite normal looking as parts. I kept trying to make the 1x1 as unique as possible then you tile it and it backfires because you have repetitive features outlining where its tiling. Thanks



#26
rjeeez

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A tile substance I'm working on, more tileable then the last one :)

The focus for this was making it editable outside substance by working with functions and input parameters.
All the changes in the images are controlled by functions.
Last picture is an example of the setup in substance that allows the control.

The controls at the moment control moisture build up, choice of colour, whether it is mosaic or flat, number in the grid and cracks.
Needs tweaking but I thought I'd post some progress.

 

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#27
rjeeez

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For the first show reel project asset I'm making a camera. Models done, on to low poly.

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Edited by rjeeez, 12 October 2016 - 10:37 AM.


#28
rjeeez

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Ship progress so far since i realised I didn't show any updates. 

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#29
LittleClaude

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Looking sweet, well on your way. i am looking foward to seeing your showreel.

 

Keep it up, stay on target and good luck!


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#30
rjeeez

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Lastly a dump for the LG Competition I entered. A lot of things to fix (especially design wise) but it was good to do nevertheless. 

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