Sewer Drain Substance Breakdown
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 12, Jun
16, Apr — 23, Apr
Breda NL   23, Apr — 26, Apr
24, Apr — 27, Apr
Vilnius LT   3, May — 5, May
Latest comments
by diegographics@outlook.com
4 hours ago

Wow, that's great. Have to try this out!

Wow beautiful environment. Very thorough and detailed. But I think there are a few images that are not showing up (error?). Is that just me? Interested in seeing those other pictures...

by Admin
1 days ago

Jack. First of all, I want to apologize for offending you. We published this just to show how the tech could be used. We don't actually care about the message. But you do bring up a viable point, that for some people - this might be an issue, so I take this post down.

Sewer Drain Substance Breakdown
21 September, 2017
News

Daniel Swing has presented his new complex material created in Substance Designer and rendered in Marmoset Toolbag 3. It is a nice example of a high-quality substance with several levels, and wear and tear effects. 

The artist has also shared some screenshots of the graph with brief explanations. These can help you create your own sewer drain substance. 

Spaghetti! This is the full graph! 
I’ve tried to re-use as much as possible, hence the spawn of ungoliant’s nest!

I use the ‘Cartesian To Polar’ node to create most circular patterns. The Transform node gets an input of a white brick and is set to only tile horizontally.

This is the height-map alpha of all the buildings. All is generated in Substance Designer, and this is what took most of my time on this piece.

This is basically how I made each and everyone of the buildings.

A lot of the geometry in the buildings are symmetrical, mirroring saved me a lot of time!

How I warped the flags.

This is how I masked out the rust and dirt. One noise is to subtract from the curvature and one is to add general noise beyond the curvature. It’s important to transform the noise when used multiple times so that it doesn’t overlap!

This is how I generate the basic color. I use the ‘Emboss’ node with ‘Gray-scale Conversion’ in both inputs and overlay the result in the height-map as micro-surface noise.

Daniel Swing 

You can ask Daniel for additional screenshots of the graph if you’re wondering how he did something.

Source: ArtStation

Leave a Reply

Be the First to Comment!

avatar
wpDiscuz