Tutorial – Roman Statue Textures
Go from dull to Triple A with this tutorial on creating high resolution carved Roman-inspired statue materials! You’ll be amazed how easy it is! No modeling or sculpting required.
3D Art Sketches 1
Sometimes I get inspired to try to create different sorts of effects and artwork. Here’s a dump of my 3d art sketches that you may find interesting!
Breakdown – Cypress Wood Substance Material
Time for a complex one. Every environment artist needs a tree bark at some point. Cypress trees are iconic of Italian landscape, so it was fitting to construct a Cypress Wood Substance Material for my Rome: Fantasy Pack I project in Unity and Unreal. It turned out the heightmap came together pretty fast. Getting the albedo to look the way I wanted was the real challenge. Making sure the grey-to-reddish-to-tan transitioning felt right took some time. My custom nodes, Get Slope and Height Selector, are required for this exercise. Get them here: https://share.allegorithmic.com/libraries/1172 The Height Selector isolates pixels in a greyscale heightmap based on […]
Breakdown – Wicker Substance Material
I needed a wicker substance material for all the baskets I was making for Rome: Fantasy Packs I and II. Substance Designer to the rescue! This one was 100% procedural. This was fun to do. Since the wicker pattern is lower frequency, you can dial in a greater amount of detail. For patterns like this, it’s super vital that you have a tile generator/random on the side that can do color randomness so you can later directionally warp the albedo map, making it look more 3d. Getting the shades of brown wasn’t too tough, but mixing in that purple proved […]
Interview on Allegorithmic.com
My Rome: Fantasy Pack series completely relies on Allegorithmic’s software suite. In this interview, I talk about the process and offer tips and tricks along the way.
Rome: Fantasy Pack I
Rome: Fantasy Pack I is a complete, Triple-A quality environment pack set in Ancient Rome, focused on the middle to lower-class lifestyle in the grand city. Multi-floor dilapidated architecture, archways, brick and stone, iron and mud.
Substance – Base Stone Brick A
Sometimes you need just a plain stone wall.
Substance – Wicker A
This was fun to do. The wicker pattern was derived from the same techniques used to do the Canvas substance. Since the wicker pattern is lower frequency, you can dial in a greater amount of detail. For patterns like this, it’s super vital that you have a tile generator/random on the side that can do color randomness so you can later directionally warp the albedo map, making it look more 3d. This was my reference: Getting the shades of brown wasn’t too tough, but mixing in that purple proved to be challenging. Most of it was done via blending two […]
Substance – Base Canvas A
My first attempt at a canvas/burlap Substance. I initially started out trying to perfect the rounded yet soft stitching look that’s so characteristic of the material, but realized that when tiled you lose a great deal of detail. Once you get that look, it’s just a simple sprint to the finish line with coloring and wear.
Substance – Marble Floor B
This is the first time I tried to do a simple pattern in SD. Getting the evenly distributed diagonal bricks was challenging, but making sure the placement system I chose had flexibility was another. Symmetry Slice was used to get the pattern all around the perimeter of the texture. Life saver! The node tree is fairly large as well due to the brick placement approach I chose.