Three articles on Environment art for everyone to enjoy!
First one is by Bradford Smith an amazing Sr. Technical Texture Artist. He explains many ideas when it comes to making procedural materials.
Second one is a article put together by Daniel Rose and artist at GameTextures.com. The article goes into the analysis of a material that I created a while back. Daniel Rose has very interesting explanation about my process through observation which is interesting.
Last is an Article by Rogelio Delgado. (I know we have the same first name) Rogelio Delgado has a really great article on the creation process of his environments. Rogelio Delgado has also joined up as an author for this blog. Welcome in! 🙂
Split Toning By: Bradford Smith
The first ever Substance Download of the Month! Split Toning is a substance node that allows you to adjust the hues in your highlight and shadow ranges of your RGB image. The effect is similar to a duo-tone, with more control. Use this node for a little bit of color grading at the end of your texture process.
- Highlight and Shadow Hues
- White and Black Protection
Make sure to visit his portfolio linked below, Brad has a lot of great information and tutorials when it comes to texturing. Expect great information pop up on his site when it comes to Substance in the future. Bradford Smith is on the forefront of Substance Designer workflows as well, I continue to learn a lot from him.
Here is my Gnomon Tutorial on procedural texture creation. Thanks to everyone who has liked this page I hope this is a helpful tutorial for everyone who is interested in Substance Designer procedural workflows. Everything here is done with a stock nodes from substance designer so no trickery involved 🙂
In this lecture, Rogelio Olguin will introduce the basics of texture creation with Substance Designer. Rogelio begins by showing the steps to create height information, the initial foundation of the texture. The design of a cobble stone texture is then demonstrated from start to finish. During the process, Rogelio goes over his techniques and workflow for creating simple tools that combine into one final texture that can have endless procedural possibilities. You will get an insight into Rogelio’s texturing philosophies when it comes to the visual interest of texture creation. Ultimately the goal of the lecture is to share powerful Substance techniques that can be used to create virtually any texture.
- Substance Designer Basics
- Cobble Creation
- Cobble Dirt
- Pebbles Dead Twigs
- Cobble Colorize Part 1
- Cobble Colorize Part 2
- Cobble Roughness
Thanks to Gnomon and Specifically Daniele Volpe at Gnomon on helping me with last fixes.
If you all have questions let me know I am open to answer ill do my best to answer them in concise and as quickly as possible.
Just wanted to say thank you to everyone who has linked the Environment Art blog. I have regrettably been preoccupied with a bunch of work back to back. No real excuse to not update here so Ill try to put a larger effort to do at least one weekly update and ill look for some friends who might want to post stuff here also. As you all know Uncharted 4 is a thing and E3 went really well for us. I am extremely proud of the team that worked on the demo.
Been keeping track of a polycount thread that just came up a few weeks ago and I love the energy of the people in this thread a lot. It is a group of really passionate substance texture artists from different places just doing a friendly unofficial polycount challenge and the textures and information coming out is just great. Credits to Tejay Fraser-Chitticks for starting this up! link is below and to her personal website as well.
Polycount : Weekly Substance Challenge
Some images of the works below with link to authors portfolio.
Jeremie Noguer Portfolio link
David Garrett Portfolio link
Brad Smith Portfolio link
Happy New Years 🙂 Been sort of away from the blog stuff here. Actually been away from PC and enjoying vacation 😀 Hope you all had a great Christmas and New Years. For the first post we have a tutorial on creating cracks by Joshua Lynch. He has been doing some cool stuff in polycount forums linked here. He might be posting here in the future also 🙂
Portfolio Website: http://josh-lynch.com/
Also I already have several ideas for environment related articles and tutorials coming up for this year so keep coming back or subscribe 🙂
Substance Designer – The 9 Nodes of Christmas
Just for the fun of it I will posting a video each day up to Christmas discussing a randomly selected node from Substance Designer and having a small instructional discussion regarding the node.
We are on day 2 but here is a link to the playlist to catch up 🙂
Happy Christmas one and all.
I have recently been working quite a lot in Substance Designer and especially creating Substance graphs which act as Generators to composite bespoke items on a tiling texture.
Eat3D have been kind enough to host the tutorial regarding the process of the creation of one of these generators.
I hope you find the tutorial useful.
Last week I began work on a Multi Brick Generator which allows for procedural generation of a tiling brick wall texture.
I thought it may be useful to show how I created this so here is a tutorial video which breaks down each step of the creation of the Substance using Substance Designer 4.
Hope this is useful and stay tuned for a further Substance Snippet.
While I am adding a few posts on texturing I couldn’t leave out this recent tutorial regarding texturing an asset within Allegorithmic’s Substance Designer. The instructor is Christophe Desse, Environment / Technical Artist working with Naughty Dog (can you tell I am a fan!!!).
This presentation is packed with useful information on material blending, node creation and graph assembly whilst working with all PBR maps in a simultaneous workflow.
Christophe has further videos showcasing his workflow in Substance Designer and well worth a trip to his YouTube page.
YouTube Channel: http://www.youtube.com/user/xtrm3d
Hello one and all,
Pipes here, Texture / Environment Artist working within the gaming industry for over 5 years.
I have had a lot of questions while researching and using Physical Based Rendering set ups and I thought I would answer these questions in one, rather long tutorial. I am now using Allegorithmics suite of texturing tools as my main tool set so this tutorial also discusses tiling texture creation using Zbrush, Knald and Substance Designer .
The tutorial is over an hour but I hope you find the information useful and helps demystify the PBR workflow.