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Mikey Blanchard's (Blanchy) 3rd year work thread!

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#1
Blanchy

Blanchy

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Heya guuuys

Thought i would make a thread full of mi work and about me!

Lets get started :p  

 

For the past 2 days i have been trying to get a hang of Substance Designer. So i can get some repeatable textures ready and get some practice in for my final project. (other thread to come)

 

Any advice or crit u would like to give, go ahead :D

(im not kidding, GIVE ME CRIT)

 

Grass:

Attached File  screenshot001.png   1.87MB   0 downloads

 

Leather

Attached File  screenshot002.png   1.1MB   0 downloads

 

Plastic:

Attached File  screenshot003.png   738.73KB   0 downloads

 

Metal Pattern 1:

Attached File  screenshot004.png   1.06MB   1 downloads

 

Metal Pattern 2:

Attached File  screenshot005.png   780.15KB   0 downloads

 

Metal Pattern 3:

Attached File  screenshot006.png   1.13MB   0 downloads

 

Metal Pattern 4:

Attached File  screenshot008.png   1.19MB   0 downloads

 

Plain Metal:

Attached File  screenshot007.png   645.91KB   0 downloads

 

And here are some of the pictures i took myself to use for these textures:

Attached File  mashofreferences.jpg   127.98KB   0 downloads

 

Watch this space for more! :D


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#2
snxwden

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In terms of games art I can't give a lot of crit (stupid film guy here) but lookdev wise I think there's a few area's you could look at to improve.

 

Overall your diffuse and normal maps seem to be working well (although there seems to be a normal issue on metal pattern 2 on the front facing side).

Taking your own reference and material photo's is always really good, so well done on that. However one thing that's really important to do before you use them as diffuse maps is to paint out any highlights and shadows. In your shader/material, all the highlights will come from the specular channel, in some cases you can actually extract the specular from the diffuse in photos, but that's a bit too complex to talk about, but it's worth a google search! :) In your grass texture for example, I can see some seams where darker areas cross with lighter areas, this is a common give away that you've just tiled a photograph. To make it less obvious, just paint out those shadow areas and it'll blend together a lot better :)

 

Same goes for the metal photographs you've taken. You want to take out all those highlights first before you use them. You'll find when shading, that metal materials often have very dark diffuse colours depending how reflective they are! I'm not sure which shader you're using to render these with, but at the moment your metals feel a little too plasticy. If there's a 'metallic' lobe on your shader, definitely play around with that. Metals should reflect a lot of the environment around your object (or it could maybe be that you're not using an IBL sphere? Double check that, it'll help a lot to have an actual HDRI as a light source).

 

Overall it's a great start, there should be tonnes of tutorials on substance painter by now so definitely just have a binge watch :) Keep it up!


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#3
Blanchy

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In terms of games art I can't give a lot of crit (stupid film guy here) but lookdev wise I think there's a few area's you could look at to improve.

 

Overall your diffuse and normal maps seem to be working well (although there seems to be a normal issue on metal pattern 2 on the front facing side).

Taking your own reference and material photo's is always really good, so well done on that. However one thing that's really important to do before you use them as diffuse maps is to paint out any highlights and shadows. In your shader/material, all the highlights will come from the specular channel, in some cases you can actually extract the specular from the diffuse in photos, but that's a bit too complex to talk about, but it's worth a google search! :) In your grass texture for example, I can see some seams where darker areas cross with lighter areas, this is a common give away that you've just tiled a photograph. To make it less obvious, just paint out those shadow areas and it'll blend together a lot better :)

 

Same goes for the metal photographs you've taken. You want to take out all those highlights first before you use them. You'll find when shading, that metal materials often have very dark diffuse colours depending how reflective they are! I'm not sure which shader you're using to render these with, but at the moment your metals feel a little too plasticy. If there's a 'metallic' lobe on your shader, definitely play around with that. Metals should reflect a lot of the environment around your object (or it could maybe be that you're not using an IBL sphere? Double check that, it'll help a lot to have an actual HDRI as a light source).

 

Overall it's a great start, there should be tonnes of tutorials on substance painter by now so definitely just have a binge watch :) Keep it up!

 

This is awesome man! :D 

Spent so long staring at the textures i barley notice the dark and light parts anymore :p

But i see what you mean now, ill be sure to have a relook at them! :D

 

(god dammit, theres a metalic lobe! feck!)

I forgot this existed! thank you! hahha ill be sure to redo all the metal with the metalic! :D



#4
Blanchy

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Small update on the metal and Grass :) 

 

Attached File  01.png   365.57KB   0 downloads

 

Attached File  02.png   412.59KB   0 downloads

Not sure whats going on with the grass. When i look at reference pictures it looks too glossy, but if i put down the gloss, it looks too dull :/ 

 


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#5
snxwden

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looking tonnes better already dude, nice work :) Your metal is definitely starting to look more like metal now, are you using any roughness maps on it? If so, i'd make it more contrasted, or maybe lower the roughness overall a tad to get some sharper reflections.

 

The diffuse for the grass looks pretty spot on now too, good job. You're right about it looking a little glossy though - maybe up your roughness a little instead of take down the gloss, that might help. Also, if you can, take a little bit of saturation out of the diffuse, it's just a tiny bit too strong at the moment.

 

Really good (and fast) improvements though, great job! :) 


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#6
Blanchy

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Still doing tweaks for the materials above.

But i have also been working on my showreel piece.

(ive also added the materials i made above in there :p)

 

WHAT IS THIS LINE?!?! 

Attached File  01.PNG   749.59KB   0 downloads

 

This is the concept i am basing (copying) from.

Attached File  19024458_10209428437013523_1025444961_o.jpg   122.45KB   0 downloads

LINK TO CONCEPT

 

I plan to make each piece to be modular so i can make my own environment :)


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#7
Blanchy

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Had a little play around with the scene.

Need to fix sooooo many UVs. These are just a test for showing others, ill be making finalised 3D models once i get the modular bit sorted out.

Attached File  02.PNG   1.07MB   0 downloads

 

And i had a play around with the hologram, and tried to make my own glass shader. So far so good, just need to make it more green..

Attached File  03.PNG   973.39KB   0 downloads

 

Any advice on how to fix the weird reflection in the first pic and any improvements for the glass will all be welcome and be much appreciated :)



#8
Blanchy

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Small update.

Its going so slowly! it looks like ive barley did anything. ive been mainly fixing UVs and assigning the right materials on the walls. 

And as i lost all my models and cant work with the unreal engines exports of the models, im having to make them again, redo the typo, do a better modelling job, reUV them all. And then put them all in. haaaaaaaa fun.

 

Still got stuff to do, like the rest of the walls. Then next ill be making the main props. Like chairs, lamps, desks. Then after that, the fun plant stuff that im looking forward too :3

Ive also changed the lighting a little to make it more interesting.

Attached File  HighresScreenshot00003.jpg   70.52KB   0 downloads

 

Attached File  HighresScreenshot00006.jpg   67.79KB   0 downloads

 

Any crit, feel free :)



#9
Blanchy

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Been testing out some hologram things using tutorials. 

And figuring out how to put videos into the holograms to make cool adverts :)

(Still need to model objects that project the hologram)

 

 

(video tutorial: https://youtu.be/wIz6iyIOkys )



#10
Blanchy

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Been experimenting with speed tree as i wasn't able to use this program.

I was able to use all my own textures which is a nice feeling. 

Attached File  HighresScreenshot00018.png   1.78MB   0 downloads

 

Still have things like, rocks and mud, and grass mixed with mud textures and models to go. 

But this is the progress so far :)

 

Crit is welcome!



#11
Doxturtle

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Trees are looking pretty good, the main dense area looks good but some of the leaves near the tips look a bit floaty. I think the main grass is maybe a bit too saturated


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#12
Blanchy

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Been working on the Eden part of the space cruise shit for my portfolio.

The Trees are still really weird when it comes to the very tips of the twigs, they get so thin the camera cant see them, and im not sure how it fic it in SpeedTree. Will keep trying though.

Also the lighting isnt anything but final, this is just a preview. 

Attached File  HighresScreenshot00019.png   1.22MB   0 downloads

 

Should have a fly through by Tuesday.

Ill also be doing the Riot contest. So ill be posting something with that on Monday or Tuesday :)

 



#13
Blanchy

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Showreel hand in 2 video!

 

Also a few more bits of what im working on atm:

I have been practicing with Substance Designer, following a tutorial (found here) to make some rock, 100% in substance.

Attached File  Capture.JPG   55.74KB   0 downloads

Attached File  Capture1.JPG   70.58KB   0 downloads

 

But now, as i didn't really like my space environment above, i have been thinking of making a stylistic environment. I found this tutorial for substance super cool,(found here) and i wanted to try and move my skills towards doing stuff more stylized as I'm more used to it.

Here is the concept i have at the moment.

(disclaimer, i am not a concept artist!)

Attached File  Midnight01.jpg   173.74KB   0 downloads

So i will be aiming to try and make more stylized textures using substance designer.

 

Different note, i have entered the Riot Art Contest on Polycount which you can find my thread here.


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#14
Blanchy

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Riot Contest Update:

 Moodboard and inspirations: 

Attached File  MoodBoard.jpg   276.45KB   0 downloads

 

Small Sketches in sketch book:

Attached File  Sketches.jpg   141.49KB   0 downloads

 

Later i decided to concept the fountain idea. Also adding more shiny things and plants while drawing.

Attached File  Concept01.jpg   189.92KB   0 downloads


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#15
nerdsharpie

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Riot Contest Update:

 Moodboard and inspirations: 

attachicon.gifMoodBoard.jpg

 

Small Sketches in sketch book:

attachicon.gifSketches.jpg

 

Later i decided to concept the fountain idea. Also adding more shiny things and plants while drawing.

attachicon.gifConcept01.jpg

Awesome dude! Can't wait to see it :D I need to start mine soon XD 


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