Been tooling away at this larger project I've been working on (and blogging about!) I got to a point where I wanted to take a material through to close to completion so I thought I would share the results - This was a really fun one that let me try a bunch of stuff I don't really get to often. It was tricky but rewarding to figure out how to do the sort of spiral knots/whorls in the wood planks and how to place the bolts. Excited to bring the rest of the materials for the project up to this point so I can figure out if I need to even have any more detail in them.
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The ceiling of a palace
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These are supposed to be rotting wood planks, with paint that has peeled off/faded.
Material study of sandstone with desert varnish created in Substance Designer.
The Order - Material by Hugo Beyer on ArtStation.
The Emerald Dream has always been my absolute favorite part of World of Warcraft. As such, I feel very lucky to have contributed these assets to the Emerald Garden biome of Dragonflight. The landscape texture was made in Substance Designer with a final pass in Photoshop. I had the joy of concepting the "antler plants" and seeing them through to their in-game state. Additionally I was responsible for concepting, modeling and texturing the Emerald Dream Portal as my final task on the team, though I departed prior to finishing it, Cory Carillo did an excellent job wrapping up the model and textures! As always gamedev is incredibly collaborative.
The Order: 1886 bird poo and scattered papers by Megan Parks on ArtStation.
Explore Ljotulfson's 15534 photos on Flickr!
It's a fully procedural grass material. Done in substance Designer, tryed to ovid the "mechanical look" always after hand-painted stylized, cartoonish look. it is abit trcky when its generated.
Download premium image of Grunge plaster rough paint. about wallpaper, backgrounds, texture, wood, and pattern 13905736
Big thanks to https://www.artstation.com/grim and https://www.artstation.com/epicbat
V-Ray 2.0 for 3ds Max - V-Ray Multi Sub Tex- VRayMultiSubTex -- Assign different textures based on object ID
This is a substance network I made that creates unique and detailed stylized tiles from a basic grey-scale input map. It can do everything from simple, regular bricks or floor tiles, to complicated mossy stones or trim sheets. Note: This tool is no longer available for purchase. At this point a lot of this tool is rather outdated and work and life have caught up with me and I currently don't have the time to do any major updates.
hello! it's been a while since I posted anything, been doing some material studies here and there and finally finished the sheet, I have been thinking of maybe making a gumroad or some sort of tutorial for the process on how to make these but not sure about it XD. Hope you enjoy and like them! extra points if you can guess all the materials!