Art

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Interview on 80 Level

Kirill Tokarev was kind enough to interview me for an article on 80 Level. I spoke about my work experience, how I approach 3d art and materials, and some good traditional philosophies for developing artwork.

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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 […]

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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 […]

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Substance – Base Wood C

Base Wood C has a cool, rough wood feature. Take a Cloud 2, plug it in the Greyscale input of a Non-Uniform Blur Greyscale node. Plug a Dirt (Dirt 1 is good) into the Blur Map input. Crank up the intensity to 30-50, Anisotropy to 1, Asymmetry to 1, Angle […]

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Substance – Base Gravel A

This was fun. I used Tile Random which I find to be a really good tile processor node. It’s preferable to the others since there seems to be more control over placement; your tiles won’t overlap unless you force it to. That’s super useful when you need something that looks […]

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Substance – Base Marble A

This is the first marble I’ve ever tried. The initial fractal shape is easy to get down, but marble also has varying levels of depth where the minerals get more difficult to see. I essentially took a noise, selected segments of it, and blurred each segment a little more or […]