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TWahl

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Blog Entries posted by TWahl

  1. TWahl

    Progress Updates
    In addition to the usual metallic looking textures, a few of these have different elements to break up the collection, namely concrete.
    In the final pack there will be "metallic" variants of these textures as well. I have the materials set up so that I can import different scanned substances, like cinder blocks or bunker walls. Makes for a cool military look and can be used to ground your setting more into reality, if you wish. Just choose your preferred look.
    I will be mixing all the variants upon export, so none of these can really be shown yet (paint colors, macroscopic details etc).
    (Wall 38 of 57)

  2. TWahl

    Progress Updates
    Last couple of days I have been working on making the master material for all of these scifi textures to be nonsquare-capable. This is mostly complete, just need to make presets for all of the different sized textures in the pack (512x2048, 256x2048, etc). A couple of bugs I will need to iron out as well but those should also not take too much time Some of the edge wears and grunges still need a little taking care of so that they are consistent with the regular square textures.
    Below is a test in 3ds Max with a 1024x2048 trim texture that I was able to put together very quickly with what I currently have done so far. I think it turned out great given that I was really worried about potentially bad artifacts coming out in SP (which did not happen thankfully). All of the details are there and in the right proportions.
    Thanks for the continued support and I am really glad to finally be seeing the light at the end of the tunnel in regards to this project. I really want to get it finished as soon as possible.



     
     
  3. TWahl

    Progress Updates
    *Lighting test with wall/floor textures, master material finished, work beginning on processing all 200+ texture maps and color variants.
    *Added ability to stamp secondary height details into already baked mesh maps (using substance alphas). Adds details like handles and extra vents, lights etc.






     
     
  4. TWahl

    Progress Updates
    I went back and edited my main smart material in substance, new look looks much better and well-defined. Scales accross different textures very well also. Far less layers to deal with also makes editing much simpler and easier. Luckily I did not get too far with my original material I was working with previously, so re-doing previous textures should not take too long.
     
    Also did a quick lighting test in 3ds max with a few colored lights (to roughly guage PBR reflections/metalness properties). There are no direct light sources, just placed some lights semi-randomly in the scene without too much care.
     
    One thing that was a bit of a pain was figuring out that substance painter does not have very good support for non-square textures, so I also spent some time creating new masks in designer which would not get distorted when using non-square resolutions (i.e. 1024x2048). This took a bit of time but in the end I will end up having to do much less work making the trim textures tile, and I won't be dealing with distortions or "squishing" of critical grunge maps or masks. This was previously a pretty big road block to my progress.






     
  5. TWahl

    Progress Updates
    Completely reworked much of the master material and it has really transformed into something much better than before. Added new detail to lights and completely revamped the original metal, rust, and paint materials to have better surface properties. Things are much less busier and do not have odd height details. Overall I am very happy with these results, and I do not envision much more work being needed at this point other than some cleanup and checking each material channel to ensure that the layers are interacting/blending properly.
    These are still 2048x2048 pixels in resolution. I do not think any up-resing to 4k is necessary at this point, and I am too far along to take time (probably at least a week) to re-bake the hundreds of texture maps that would be needed to undertake that task.

    Above tested in a custom warm lighting condition to simulate a suitable game environment




  6. TWahl

    Progress Updates
    Work has been continuing on my ongoing scifi materials/media pack. I have since updated my desk and workstation setup to support dual 1440p monitors on adjustable arms, which has made making progress on this much easier and less straining on my eyes. The amount of screen real estate I have now is so much better than before and my workspace is not cramped anymore, which has been great.
    Enjoy a small snippet of what I have been working on today, much more to come soon...

  7. TWahl
    More edits I made over the course of today.
    Last little bits of work to do include adding any last final touches, and then cleaning up the layer stack to ensure that all height/metallic/roughness layers are interacting correctly. Then I can start procedurally generating each different texture based on this single material. I hope to start that process sometime this week so I can put a scene together.
     
    2K resolution








  8. TWahl

    Progress Updates
    Reactor wall I worked on today. This texture has lots of small details like pipes, vents and hoses which I used as a basis for expanding the master material set I am using.
    Thought I would post this, because it looked very cool with all of the different surfaces applied to it. Every day I am impressed by substance painter and its capabilities.
  9. TWahl

    Progress Updates
    Quick update on what is happening so far. Lately I have not had as much time to work in substance painter because I have been busy, however in my spare time I have been working on refining the base material which I will use to apply to the numerous textures I have created as part of the scifi collection. Little tweaks here and there mainly to make the results a little more pleasing and less noisy.

    Above I have tweaked a majority of the masks for rust as well as surface detail variations so that the metal is not too noisy/bumpy. Also reduced some of the height of the peeling paint details since they were sticking out a little too much before. Before it was beginning to look like the paint had been applied in a layer that was 5mm thick. In addition, I added a darker, heavier dust layer which is mainly isolated to the bigger crevices and cracks. I did this mainly to add more depth and make the panels stick out more.
    Also added details for rivets and "aluminum" pieces. Still need to do some work with variating the dark metal surfaces a bit more though. The brighter metal parts came out good and I am happy with them.
    Last thing on the list will be to clean up the master material file and make editing paint colors, base metal colors, etc. much easier so that I do not have to poke through the layer stack each time I want to change something. I will do this through anchor points and having "proxy layers" at the very bottom of the layer stack that do not impact the final look of the texture but instead serve as makeshift color selectors. I also still need to add a few more different materials such as rubber, for the textures that include hoses or related parts.
     
    Stay tuned.
  10. TWahl
    Took a break from 3d modeling work for the past few days, decided to play around with lighting and other effects in 3ds max to get a general sense of what types of environment/moods can be created.
    I made a material with some emissive maps and applied it to my simple cube scene, thought I would post it since it turned out pretty cool (3ds max rendering):

    More to come later on...
  11. TWahl
    As of just now, I have finished creating all of the individual color ID maps for the floor textures, seen below in my progress tracker.
    Next steps which I plan on carrying out (bolded are the ones I intend to focus on in the next month or so):
    Finish modeling wall textures (30 ish to go). Finish modeling a few detail textures. Create material ID maps for all wall/detail textures (60+ to go). Paint all diffuse maps using a common substance painter project file(s) to maintain consistency and allow for texture creation in an assembly-line fashion This will save me immense amounts of time with the texture painting process, and also allows me to add even more variant maps (paint colors, rust, cleanliness etc). Create modular environments in 3ds max using floor/wall/trim/detail textures that will fit on a common grid size Will likely have to model/bake additional greeble textures for this step, although this will be simple and not time consuming as I can splice the existing high poly models I have available. This will allow me to cannibalize some details and spend as little time modeling from scratch as possible. Pipes, structural elements, etc. Create props crates, desks, canisters, infectious growths, lighting elements, blood decals, doors with animations, etc.


     
  12. TWahl
    Work is continuing on my upcoming scifi mega pack that is inching closer and closer to being released - today I decided to compile a few PBR materials that I created as some more tests in substance painter. The below images show a simple 3ds max scene that I blocked out in a few minutes as well as some renders from substance painter.



    Materials available in uncompressed PNG format and are 2k textures. They are also perfectly seamless and will tile in all directions.
    I am providing these free of charge to be used for shader testing in the new engine, your own projects, or for learning purposes. They are not set up for a legacy normal-specular workflow so if you want to use them in the current version of leadwerks, you will have to follow some tutorials online to generate a spec-gloss map using your preferred photo editor.
    Thanks for the continuing support in this huge undertaking, still a lot of work left to do but I am hoping for a release around the end of this year to the beginning of next year. If there are any questions about the pack or the files that I am giving away, please do not hesitate to ask here or in my work in progres thread:
    -TWahl
    PBR_scifi_test_materials_free.7z
  13. TWahl

    Progress Updates
    Wall textures being continually updated. Here is wall #36A (of 3 unshown variants).
    99% of housekeeping tasks are now done as well. I say 99% because I am sure there are a few folders that still need to be organized.



  14. TWahl
    Testing 3D displacement mapping on planar objects using my upcoming scifi PBR materials. The results looked really good, however this can only be used for a still render (note the polygon count on the top right of the below screenshot). All textures created in substance painter and exported at 2K resolution.

     
    More information here on displacement mapping is available on Autodesk's 3DS Max Knowledge Base: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Lighting-Shading/files/GUID-14B36287-F9FB-4D92-98D3-A95D100DA296-htm.html
     

    Above showcases the hex-floor texture with no displacement mapping applied (substance painter viewport).
    -TWahl

  15. TWahl
    Quick update...
    Work is pretty much complete on nearly all of the highpoly models of the wall textures... Just a few more to create and bake out in Xnormal and then I will be able to start making the color ID maps. I expect to have the ID maps done sometime by the beginning of the week after next week.
    Total number of textures stands at 201, after taking into account some of the walls having minor detail variants.

    Below shows a few snapshots of the my most recent work:




     
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