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Messages - mattyinthesun

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Thanks everyone -

Fibonacci - nice to meet someone so passionate not only about bricks, but also four letter words. Those aren't "jiggles" but damage - check out the higher res image. This was taken from reference gathered from the aforementioned google, and also photos of my 120 year old chimney. Brick is one of those magical things where no two are the same. There are perfectly formed bricks, and then those that aren't. There are bricks that have seen the wars, and those that haven't.


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Honestly, the great thing about procedural is that you could make large sheets of textures relatively easily - you aren't reliant on any source image resolution.


I would tackle a brick wall like that with a blend/mix shader - I would mix in a few different procedurally generated brick textures, either based off an image or vertex paint. Over the top of that I would blend in (on another UV channel) some grime, or global wear.

The biggest gripe I have with any procedural stuff is that it can look procedural. It takes a lot of work to make it not look that way. Once you have some good grime node networks down and so forth, the process is certainly faster.

For me procedural texturing won't replace a standard texturing approach for a "hero" object. The point where it starts becoming useful however is generating textures based off geometry (using position/world space normal, cavity maps) and so on, and also for generating different texture sheets of a similar vain (different bricks, concretes etc).

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Thanks for the kind words.

I have been using Substance Designer on and off for the last couple of years - but mainly for generating masks and things for some game projects I have been working on - some textures here and there though. There are some great videos now online for making procedural textures using Substance - you can just hunt around YouTube for "Substance Designer" - lots will come up.

The initial learning curve can be a little steep if you haven't used a node based editor at all - similar process to the node based material editor in max really - just with a lot more stuff that you can do. The biggest thing really is getting to know a good handful of useful nodes, and how to combine them with other nodes to get the effect you want. Generally of the bat a lot of what you are doing is blending noises together, warping them, and so on to get the look you want. If you use a stock noise as is, straight off, it can look procedural.

As for the rounded edges - this is just a chamfered box, I just have the rounded sections in the same UV island as the sides (if that makes sense). You will get some pinching at the corners of the rounded sections, but you don't notice it much with a texture like this.

I'm more than happy to post the substance designer file for this - if you guys are using substance. The graph is a complete mess though!!

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I have been doing some procedural texture work with Substance Designer 5, and created this brick as a workflow test. Height, albedo, normal, gloss created using 100% procedural methods, no input textures.


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Work in Progress/Tests / Re: Ural motorbike front wheel
« on: 2015-03-23, 18:46:41 »
I'll prolly do a tutorial on making the tire soon in the next couple of weeks.

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Work in Progress/Tests / Re: Ural motorbike front wheel
« on: 2015-03-20, 17:58:44 »
Here are some wires - honestly they don't show much since quite a bit went through ZBrush Dynamesh and then decimation


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Work in Progress/Tests / Ural motorbike front wheel
« on: 2015-03-20, 06:42:03 »
Hi all

First time posting, and using Corona. I have been working on this model for a while in my free time, and finally decided to kick out some renders of the front wheel assembly for a Ural motorbike. The idea was that I would model the whole thing, but time is lacking these days...

Modeled using ZBrush, Maya and Rhino3D. Simple light setup - one area light and one large white(ish) plane as a bounce.


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