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TWahl

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Everything posted by TWahl

  1. 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.
  2. 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
  3. No problem! You can use them in any game engine you choose - completely up to you. I have a couple more I made as tests that I may end up giving away as well.
  4. 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
  5. I already have some textures like those, just not pictured. Most of my textures look "square" but I try to incorporate areas of modularity within them so they can be cut up and used in different ways.
  6. Current progess: *Began modeling all the wall textures a few days ago. Currently have around 10-12 done. 40+ more to go. *Total 54 trims at the moment, 55 floors, 57 walls. *ID maps for floors/walls still need to be generated. This will be done after all the modeling is done. *Need to model 10 ish more detail textures (not shown in excel below). Above figures are missing about 20 or so textures (some a,b,c variants for floors/walls, also do not have detail textures represented in excel sheet). Total number of textures is likely to exceed 200 unique maps before the diffuse painting process begins. Quick peek of a model I created today:
  7. Really itching to get these into any sort of game engine at the moment, still have a lot more work to do though. I'm getting closer and closer. Thanks!
  8. Starting to get closer to what I am looking for. Rebaking all the curvature maps with better settings really helped with edge wears and other effects.
  9. Might sound funny to some people but I am still not entirely happy with the results I am getting in painter. Thinking about going ahead and making some custom grunge to use instead of the stock options. Also I probably need to go into substance designer and start making some dedicated smart materials. On the other hand, further down the pipeline I have thought about doing some "cleaner" variants, so you could have a medical lab setting or something as well. Luckily substance painter allows me to inject this type of variation pretty quickly and easily. Still going to work on one type of look at this time though At the bare minimum I will be including different paint variations for each map where applicable.
  10. Played around more in substance trying to make a master material.
  11. Creating ID Maps in 3ds max for use in Substance Painter, using a multi-subobject material configured with HTML web colors: I will have to do this for all textures, does not take too much time for each one but it is tedious. The above I did in a couple of minutes, other more detailed textures will take longer (but not by much).
  12. I will have to let you try this with some of the materials that I am making, when I am finished with them that is.
  13. Just a couple more shots I felt like posting for fun.
  14. Almost done modeling and baking 40 of the 50 ish trim textures. I will be using these to aid in creating modular environment kits.
  15. Sometime in the very near future, I think I will move all work in progress updates to a thread on polycount. Once I make that thread, I will post a link in here. Main reason is that there are a lot of talented/known CG artists who work on there and I would like to have their critiques. However, that does not mean I will cease any updates here on the leadwerks web site. I still plan on doing blog posts, in fact that was something I have been planning for a while to get this project a tiny bit more publicity. Instead of intermittent updates I want to do a monthly/biweekly blog post where I can hopefully present more and richer content. Any replies to this thread I will still answer to for the time being, but I wanted to let you guys know about this so it does not seem like I am abandoning this project.
  16. I will also be including a nice selection of detail textures, like this expanded metal texture (baked from a real cad model): I have many more of these, ranging from vents to pressure plates, bare/painted metal, rust, mesh fences, slotted grates, etc. They were very simple to model and render. The above could also be used in more modern settings as well, which is nice. Overall I am going for a gritty and industrial look so it fits nicely. I can see this being applied to dividers, walkways, or fence railings.
  17. Some more pictures from today. Mainly worked on finding the best and fastest way to create some material ID maps for more specialized textures, as well as figuring out how to best take advantage of substance painter's masking capabilities within layers, etc. Substance is great because I can tweak on the fly as well (change colors, remove certain paint sections, and more). Screenshots from the viewport: Things are really beginning to come along, although I am still in the process of trying to optimize my workflow with painter in conjunction to my toolset.
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