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WIP Small Works Art Thread

Discussion in 'Art Assets In Progress' started by Tim-C, Jul 26, 2012.

  1. snowconesolid

    snowconesolid

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    Anotha 1!
     
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  2. Blacklight

    Blacklight

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    Been too long since I've done a proper model.
     

    Attached Files:

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  3. TheAlmightyPixel

    TheAlmightyPixel

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    Thanks!

    Yeah, I heard about Source yesterday - seems awesome but I'm not subscribed to Substance Live. The guys at Allegorithmic did say that if you've bought any of their software, you'll be eligible for 60 free material downloads per bought software, which means I'm eligible for 120 free materials. I'll likely wait until their library grows a bit more though.

    I hope they'll make Source available for people who don't have a Live subscription at some point. Quixel's Megascans looks promising but everything in their library is realistic, which in my opinion makes it potentially less versatile than Substance Source.

    Oh, and GameTextures has an amazing material library and really nice pricing as well. Their customer support is top-notch, too.
     
  4. Billy4184

    Billy4184

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    I think it's only if you bought the software directly, I could be wrong but I think that becoming an owner through the subscribe-to-own doesn't count - not sure if that's you, but anyway I had to open a new live subscription to get at it.

    One problem is that a lot of the stuff (if not all) on Source is sbsar so you can't modify specific properties that you'd like to unless they happened to expose it already, and also the file sizes are often 4-6mb so they aren't often fully procedural even when they aren't scanned.

    I don't necessarily want to meddle with textures alot for my own games, but I do want a library of sbs files, preferably fully procedural, so that I can tweak and expose whatever properties I want and use them for a range of stuff such as WebGL and Android without the download size getting too huge. GameTextures (at least on substance share) publish a lot of stuff that isn't procedural so that kind of turned me off them a little bit - but of course not everyone wants it.

    But I have to say that purely from a quality perspective you can't beat Quixel, their stuff looks amazing.
     
  5. TheAlmightyPixel

    TheAlmightyPixel

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    I've bought perpetual Indie licenses for SD and SP through Steam and then transferred the licenses over to Allegorithmic.

    They stated here that you are eligible for 60 free downloads on Source per bought software: http://polycount.com/discussion/179334/substance-source-master-thread

    I personally always export regular .tga-maps out of SD/SP, unless I'm making textures I know require runtime-editing. Textures are just easier to work with, and I don't think you can use custom shaders with .sbs/.sbsar-files. Filesize rarely is a problem nowadays, with games larger than 50GB being more and more common.

    On mobile you can get away with using regular textures by packing their channels, using compression and not using a crazy resolution. I usually pack my roughness, metallic and AO textures into a single texture regardless of target platform. Sometimes I also get rid of the blue channel of a normal map, and depending on the resolution it can save a bit of storage space.

    GameTextures has a Substance section, but they are in .sbsar-format. As far as I'm aware the guys at GT make all their textures using SD, so you can expect their Substance library to grow quite quickly.
     
  6. Billy4184

    Billy4184

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    @TheAlmightyPixel it's hard to say no to substance files though, they can be pretty nifty although I haven't tried modifying them during runtime or anything like that. It's nice and fun to be able to tweak damage and dirt and stuff like that in the editor. Maybe as I get better at shaders I'll find a way to do it on my own.

    Good point about mobile though, there're a lot of wasted channels in the standard shader.
     
  7. TheAlmightyPixel

    TheAlmightyPixel

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    I highly recommend taking a look at the Amplify Shader Editor, it's pretty much an inexpensive replacement for Shader Forge.

    It's being developed at a really promising pace and the devs offer good support on the forums.
     
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  8. Kona

    Kona

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    I can't put my finger on what, but something about those characters make them damn creepy ^^
     
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  9. snowconesolid

    snowconesolid

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    is it the eyes? yeah I think its the eyes. :D
     
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  10. virror

    virror

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    Looking great!
    Your games just keep improving : )
     
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  11. snowconesolid

    snowconesolid

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    Never give up. Gotta keep moving forward. Thank you Virror. :)
     
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  12. virror

    virror

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    I totally agree with you : )
     
  13. AlexZimich

    AlexZimich

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    Im working on the atmosphere for the game, how does it look?
     
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  14. Kona

    Kona

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    Looks good, the yellow-shining alien goo stuff adds a nice contrast to the colors in that location however, it could probably get even more interesting with some more color variation if possible, to avoid the yellow-black-yellow-black pattern (and slightly green beneath the grates) :)
     
  15. TheAlmightyPixel

    TheAlmightyPixel

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    Alright, calling this one done:

    screenshot000.jpg

    screenshot002.jpg screenshot003.jpg

    Feedback is very much welcome!
     
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  16. Billy4184

    Billy4184

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    Nice work, my only critique is that the materials are very clean and shiny, it almost looks like a bit of a toon style. If that's what you're going for then great but I think some more detailed materials would make it look even better.
     
  17. TheAlmightyPixel

    TheAlmightyPixel

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    I actually tried to go for a more stylized look, because it would allow me to work a bit more freely. My main goal was to just practice using SP.

    I agree that the materials look too clean - I did spend some time adding some dust and roughness variation to them, but somehow those effects weren't all that visible in Toolbag.

    I had some other issues maintaining the identical look between SP and Toolbag, somehow the normal map looked perfect in SP but in Toolbag it looks awful, as if its bit depth was cut in half. In Unity the textures looked different as well, so I'll definitely have to experiment a bit more.

    Thanks for the critique!
     
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  18. snowconesolid

    snowconesolid

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    I wasn't always a mail man....
     
  19. virror

    virror

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    Nice hobo look : )
     
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  20. snowconesolid

    snowconesolid

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    here is a ton of new wip screenshots from development








    Also, added in a feature to set yourself on fire because why not.....



     
  21. KRGraphics

    KRGraphics

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    Good morning guys... here is another art dump, this time of a character from my game as an alternate character. :) Enjoy.

    DarkMercenaryTextured.jpg DarkMercenaryShaded.jpg DarkMercenaryWireframe.jpg
     
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  22. Billy4184

    Billy4184

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  23. infinitypbr

    infinitypbr

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    First time posting in this thread. This was modeled in zbrush and maya, textured using a combination of things revolving around quixel, with the customization made with substance designer.

     
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  24. KRGraphics

    KRGraphics

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    Thank you. And looks great in motion too. I'm prepping a game play demo... should be promising
     
  25. TheAlmightyPixel

    TheAlmightyPixel

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    Started working on this thing, so far the high poly's pretty much finished:

    High Poly Render.jpg
     
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  26. Thunderent

    Thunderent

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    Haven't posted in a while here.
    One of the environments from my main project, some images effects were used.Dream of Me, fp adventure-puzzle game.



     
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  27. print_helloworld

    print_helloworld

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    Some stuffs from my game.


     
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  28. TheAlmightyPixel

    TheAlmightyPixel

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    Rapidly jumping between projects, made this thing as a small stylized material study in Substance Designer:

    screenshot001.jpg
     
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  29. snowconesolid

    snowconesolid

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    So.. I finally created the box art for my next game. And I gotta say, it is totally 100% original and not a rip-off of anything else... :D

    See?



    Okay.. I may have used some inspiration from "Metal Gear Solid V The Phantom Pain" boxart...



    ;)
     
  30. snowconesolid

    snowconesolid

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    Dat lamp light though...
    AAHHHH MY EYES!!!
     
  31. snowconesolid

    snowconesolid

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    There is nothing beyond this 3d world... its all lies....



    (all he did was remove the skybox... what a looser...) :D haha
     
  32. Takkik

    Takkik

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    Trying to emulate Blizzard art style with Substance Designer.

     
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  33. snowconesolid

    snowconesolid

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    you could feel that cold sun...


     
  34. TheAlmightyPixel

    TheAlmightyPixel

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    Did a quick rock study in Substance Designer, I've got to say I really like how quick it is to use. You can see more images and the graph here.

    Eroded Rock 01.jpg
     
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  35. snowconesolid

    snowconesolid

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    ^^^ thats a nice rock.

    It's graining outside!

     
  36. Billy4184

    Billy4184

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    For a rock, there's something that suggests something organic/soft in the parts that are lighter. It almost looks like dense cobwebs. Maybe try to go for a more glinty mineral look if that's what you're after.

    Anyway, it's a nice one for sure, very interesting to look at.
     
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  37. TheAlmightyPixel

    TheAlmightyPixel

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    Valuable critique, thanks!
     
  38. Billy4184

    Billy4184

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    Quick scene in Unity...

    Scene.png
     
    Last edited: Nov 17, 2016
  39. TheAlmightyPixel

    TheAlmightyPixel

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    Another rock study done in SD. Again, more shots and the graph here.

    Rock Face.jpg
     
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  40. Billy4184

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    First, surface texture looks really great! The only thing I have to say is that some of the rock shapes suggest a kind of soft crumpled/twisting effect. I feel like maybe you used too much warp as a 'post-process' effect and it's reduced the hard, jagged look it might otherwise have had.

    I think that would actually work well if the rock seemed like it was formed by oozing lava, but then the edges are too sharp because lava would naturally get rounded.

    I quickly highlighted what the best and worst parts are imo.

    Rock Face.jpg
     
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  41. the_Bad_Brad

    the_Bad_Brad

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    Making some weapon and level props for my indie game

    theupsidedown.png LMG1.png
     
  42. snowconesolid

    snowconesolid

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    Well everyone, after all these years of using unity and learning 3D I think this next game might be "the one".
    Everything I have learned, and all my gained skills will be shown in this next project.

    As always, I am making everything myself. All models, etc made from scratch by me. I do not ever use store bought assets or other peoples assets. This is something I am very proud of. :)

     
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  43. NiloBR

    NiloBR

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    Best way to test a rig...

     
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  44. Takkik

    Takkik

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    New substance designer texture.


    Takkik_SB_brickWallR001_01

     
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  45. Eziekieal

    Eziekieal

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    Friend and I started our first actual project. Learning as we go. He's doing all the art while I handle the programming.

    I just threw the graphics onto the map to see how they look in-game. Didn't take the time to map properly yet.

    I'll be scrapping the layout and re-mapping a legit level soon.

    I'll pass along any feedback to him.
     
    Last edited: Nov 29, 2016
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  46. Tzan

    Tzan

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    The texture looks great!
    The brick and mortar color is good for old bricks.
    The lumpyness of the mortar is great for being old.

    Here is the correct size of a standard brick. They do come in lots of different sizes but this is most common.
    3 5/8" deep into wall x 2 1/4" height x 7 5/8" length along wall face
    The Mortar joints are 3/8"
     
  47. Takkik

    Takkik

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    Thanks Tzan. I used this as a reference, looked interesting to reproduce :

    Takkik_SB_brickWallR001_ref

    After a break I spot some refinements I could do, specially the mortar i'm not happy with. Will work on a new iteration!
     
  48. Tzan

    Tzan

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  49. DerekBenson

    DerekBenson

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    Victorian/Steampunk/Haunted House, hand-painted textures.
     
  50. florianalexandru05

    florianalexandru05

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