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Messages - CptQwark

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Nicely done, I really like the star pattern you've added. :)

This might help to get you started. It looks like you just need to make half of the heart in order to make all 3 shapes.

I took a Shape node set to Square and plugged it into a Transform 2D set to No Tiling and Offset X: 0.5 Y:0.51.
Then I blended that with a Circle Shape node which I moved to the correct position and set to Add (Linear Dodge) in the Blend.
Transform this by setting to Width -100% and rotating it 270 degrees.
Blend those two shapes together again with Add (Linear Dodge) and Invert.
Make a Polygon 2 node set to Sides 4, Rotation 45 degress, Cruve -1. Gradient 0 and transform that to the bottom corner and Blend Subtract from your other shape.

That should give you 3 shapes as a starting point which you'll want to plug into some tile generators and Slope Blurs/Warps. I set the tile generators to Checker Masked with different rotations and blended them together once more.

As for the smooth transition in height, hopefully someone else can answer. 

I've finished with my Substance, I think I've done as much as I can. I've really enjoyed the experience and learned a heck of a lot along the way. I'd definitely participate in another contest.

I've allowed you to switch between the four patterns in the reference, as well as exposing the colour of the paper, the patterns and control the amount of tiling.

Here are some final renders of 2 of the patterns:

ArtStation here:

Really, really nice work.  ;D

Whoa, the satin and velvet variants are awesome.  :o

95%) I have to correct color, roughness and light.

Which one is the reference and which one is your Substance?  :o :o Hah. This looks truly great.

Hey! This looks really impressive, you've got the roughness and albedo spot on.

Will plugging in some Directional Warps help you create the patterns that flow into one another?

Also, I believe you need to do your final render in Iray.

** Edit: to add an image, you just drag and drop it into the text box.

Nice work, you've definitely captured the shapes and the cracks accurately. Good luck!

Ahh, I'm following. I actually wanted to do the same thing myself.

If you create your parameters and then instance your graph with the exposed parameters inside another graph, you can access those same parameters when you click on the material instance node. They won't be in the graph's main settings but they will be on the settings of the instance. This is where any presets you made will be stored, too.

Hopefully I got that right. :)

Your top-down view looks great, near like-for-like to the reference, and I really like the fuzziness of the moss.

It might be nice to add a bit of DoF to your 1/4 render.

Amazing stuff. It works extremely well in your example, too.

Looking very strong so far, can't wait to see more.  :)

Your shapes are looking very strong and it's very nearly there.

This was one I was tempted to do myself, but when I investigated it further it seemed to be some kind of polymer pushed against glass with maybe a vacuum/suction effect distorting the shapes. That's my best guess, anyway. Here's the project I found:

As it's quite a thin material, I guess there's a lot of light scattering through, and that's possibly why you're having to push your exposure so high, when really you want to allow the light to come through from behind. While I'm not entirely clued up on Designer, I'm assuming this is where MDL graphs come in and you can define the thickness of your material? Perhaps one to query.

I got distracted for a little while wondering how best to present this material, as if I were to ever make this asset, this definitely wouldn't be how I'd go about it.

Either way, I've made three different types of paper and blended them together with an ID mask.

I still need to make some adjustments, to the colours in particular, and there is a definite lack of functionality in the Text node, such as no ability to change letter spacing or line height.

I don't know for sure what metal is depicted on the reference.

A quick Google Search looks like this is actually cut from MDF and painted in an "antique gold finish". Well that's completely changed how I see this image.  :o

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