Breakdown: Clay Bricks in Substance
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bad management, its your job for stuff like that not to happen, dont put that extra weight on artist because management didn't do your job

by Robert Gardner
40 min ago

It really is the best game of 2018, Thank you.

"We're saddened if any former members of any studio did not find their time here enjoyable or creatively fulfilling and wish them well with finding an environment more suitable to their temperaments and needs…" Or : We're saddened if any former members of our studio are not happy to have been exploited to enrich us. Awesome !!!! Ok, guys… you have lost one customer !

Breakdown: Clay Bricks in Substance
28 September, 2017
News

Daniel Swing has presented his new Substance project and shared a couple of screenshots that give some production details on his brick materials. 

100% made in Substance Designer and rendered in Marmoset Toolbag! Here you can find 16 alternate configurations of my VERY toggle-able brick material. Screen-shots included for a micro-tutorial! 

This is my 7th and (so far) best attempt at a brick material. I don’t know why but I always go back to it and find new things to improve up on, every single time.

Please note: I will not show how to make a herringbone pattern, since I…”borrowed” Josh Lynch’s method. So I will refer you to his tutorial instead.

Also, I believe that some credit to Kyle Horwood is due, for his substance challenge over at polycount which kicked off with a brick material challenge and the very start to my substance journey!

Daniel Swing 

Here goes the breakdown from Daniel:

This is how I generate the general shape and the start to my height-map. 
The ‘blend’-node has exposed parameters for the ‘Cropping Area’ (Float4), so that I can mask out where I want which pattern.

I then plug the gray-scale pattern into an ‘Edge Detect’ node, to mask out the grout between the bricks – This allows for very precise control over the grout shape.

I also generate patterns for slopes and bulges, which I blend into the height-map. 
These tile generators are exact copies of the first one and are connected to the same exposed parameters, so that I don’t have to toggle them individually.

I use the ‘Height Blend’-node to add in the actual grout details to the height-map, with the ‘height-offset’ exposed so that I can toggle the amount of grout. I use the height-mask as a secondary control to the height-intensity of the grout.

This is how I generate most noises that I use in this graph. The ‘radius’ parameter in the ‘Highpass’ node determines the island size of the noise while the Histogram determines amount and sharpness. 

I credit Mark Foreman for giving me this idea!

And the last little bonus that I wanted to show. I multiply a ‘Vertical Noise’ into the gradient pattern and adjust it to create this kind of rain mask that I feather in to my Base Color and Roughness. 

I credit Wes McDermott for giving me this idea!

Daniel Swing, 3D & Texture Artist

The breakdown was originally posted here

Source: ArtStation

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