#How does this material look?

1 messages · Page 1 of 1 (latest)

minor vapor
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Hi, I m working on SubstanceDesigner for like 3 months and this is the second material i've created using it. I'll be appreciated to hear some advice and comments about it. thanks

split arrow
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All together: Looks like a nicely gritty door or shutter wood material. (Earth-, mud-, and moss spawns-like, though not developed moss yet. Not sure what you were going for(?), but that‘s the vibes I‘m getting from the gritty stuff.)

On second thought: Is the material the stuff on the wood - or is the wood included?
(Bc the wood is off the hooks realistic, feels like photogrammetry. Megakudos if that should‘ve been done by you as well.)

minor vapor
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Yes. The wood seems super-realistic to my eyes (kudos!).

„Moss“:
Editing this, as my wording seems to have caused confusion: This is a very nice dirt and green-aging effect on the wood as well, I personally think. This is absolutely fine in my gameplayer‘s eyes.

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It simply does not quite look like (further-grown) moss to me, though.
What I mean is: I feel like this is the wrong word for it, which causes some confusion to me about what your aim is or not when it comes to the green part 🙈
It‘s very much like dirt/grit with just a few spores tinting it green.
So, simply not grown moss yet, so I personally simply wouldn‘t call it „moss“ yet.

Please do NOT mistake this as a bad critique about the gritty part of the material - which I feel to be a rather good verdigris!
(At least I think that is I the better English word for that effect. In German it would be „Grünspan“ what I mean.)

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Hm. I guess from further away it could be quite fine as actual moss as well; I‘m just very used to seeing moss in close-up. 😅🙈 I collect a lot for my garden and even did some moss art.

IF (and only if!) you should be going for grown moss as well, I think a second material (just moss) would be better to add that on top in places, should that be an additional aim - especially as you can then also add it to other stuff as its own effect. IF you should be interested in that as well (probably a big if, and my mind is going overboard imagining stuff again…), here are some sample pictures of that, hopefully in a quality allowing for close-up looks:

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If you look at close-ups of newly growing moss especially, but also older moss, moss (in contrast to verdigris) is a lot like miniature-plant-sprouts, a bit like hairs, pelt, or even star-shapes in the new sprouts.

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Moss sprouts are very hard to get truly right, though, I think.

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What you did in the grit/verdigris part looks quite nicely also a bit like this coloring from water runs, so it could probably stand in for that as well:

graceful wave
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From a non-technical perspective, the detail and the fidelity are great, even if an aspect is perhaps not 100% of what it could be, it absolutely 100% does what it needs to do and convey.

split arrow
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I don’t know exactly what made that color in the water

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It does very much look like the greening of wood that you often get. The wood coloring in as it ages (due to spores maybe? not sure about that). It‘s absolutely fine for that. It just isn‘t moss.

It still looks good.

graceful wave
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I’m never going to look at that in a game and think, hmmm, not sure about the moss. I’m going to think that’s some nicely detailed old looking panelling.

split arrow
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Yeah, what Vacuumated said.

graceful wave
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Moss can have that velvet look and feel sometimes. That’s pitiably going to be tricky to convey?

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Perhaps even modifying a fabric texture?

graceful wave
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I’m more on the writing-side - writing is never going to be perfect, all aspects are never going to be perfect.

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I like that saying, focus on the details and you lose sight of the whole.

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I played something over the weekend, the texture quality was a bit iffy in places, did it detract markedly from the experience? Not at all.

split arrow
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But as I said: I am really used to moss and love it. It is very hard to please my expectations of actual patches. 😅🙈 I have seen it done, though. So there must be some way. I don‘t know enough about the how of textures etc yet, though, to say how those are made.

For what you were likely going for as a door material, I do think it is really, really good! So don‘t let my moss „excursion“ confuse you about that. I love that material. Wish I could make something like that 😉

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@games: For sure. As I was saying: it all depends on your focus/aim.
If you want a nice door material: you have it.

If you‘re going for hyperrealistic moss perfection for some close-up: that‘s something totally different. I wouldn‘t think that‘s what you were going for here, though? I guess I was simply jumpstarted by one word again 🙈 it’s late and my mind often goes way beyond when I get tired, „just in case“ you really considered bigger moss patches as well.

It‘s a very nice door material with verdigris. 😉

graceful wave
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I’ve always been a perfectionist, but there comes a point where you actually have to reign yourself in, say to yourself, sod it, it’s good enough, and move on.

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Otherwise it’s just wasting time.

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It’s not applicable to every scenario.

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But generally speaking.

split arrow
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Yeah, definitely on your side there, Vacuumated.

graceful wave
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Obsessiveness and wanting/needing things to be perfect sounds like an ideal, but it’s not realistic, it’s also not healthy mentally.

earnest orbit
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This looks amazing to me. I'm just in the beginning of my designer learning and this would be my end goal to achieve materials this nice. Well done

minor vapor
# split arrow What you did in the grit/verdigris part looks quite nicely also a bit like this ...

of course! actually they call it moss in cg materials, but actually it is better to call it algae. And just FYI "verdigris" word is used for rust on bronze and copper objects. I wanted to tell you that, so maybe in the future, you nay want to work on something like that and you know the exact term. BTW, about my work thanks for your comment. Also I was looking for some criticism, even bad one. because this is my second work and I dont wanna get lost. I really wanted some one to say their opinion qbout this and tell me how it looks like.

minor vapor
# earnest orbit This looks amazing to me. I'm just in the beginning of my designer learning and ...

seriously I appreciate your compliment.I am really noob in this thing, but I guess I can suggest you first choose your style: realistic or stylish. then follow and even stalk the top10 in that area. I chose realism, and then I found some masters like Master Ben Wilson and Master Daniel Thiger. I stalk them everywhere like a paparazzi 😂 Found every single tutorials, every video from them over youtube, in Instagram, Linkedin everywhere😂
And also consider this: I dont know why, but in the field of procedural texturing, sometimes, even the masters dont even know what they're doing, because although the name suggests "procedural", most of the times it is more based on trial and error. Even once I saw a conference video of Daniel Thiger, he admitted that he fools around with nodes inside SD in his free time, and sometimes he runs into something new and saves it for later projects. He was saying, sometimes you want to create something, but you end up with something else, then can be useful for later. So passion talks first in this field. Always be motivated 🙂

earnest orbit
minor vapor
# earnest orbit Agree 100% my best stuff has came from playing around. But I need to put a real ...

yeah I hear you. I still find some basic nodes that i've had no clue that they even exist. For example, today i was struggling with creating a spinning pattern that was like swirling. but this node Swirl couldn't help.(I think it is the worst node that cant do what you want from it😵‍💫) it was making everything worse. finally, I came up with creating an unfolded version of what i wanted from left to right. then I used a node called, Cartesian to Polar. Bro that was awesomeeee!! 😅 I finally created that wheel-shaped thing
The reversed version of this node is super amazing (polar to cartesian). it creates some patterns I cant imagine. I guess we have to reach that level that before using a node, we would be able to predict the result. then life is going to be easier i guess🙂

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