Substance Masters - Scifi Hull time-lapse

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JROTools

JROTools

6 жыл бұрын

JROTools Store - bit.ly/Jrotools
Subscribe - bit.ly/Sub-JRO
↓-----------------------------------------------------↓
Time-lapse of the Scifi Hull material created by Clark Coots,
full material files and videos included in Substance Masters vol 3.
-------------------------------------------------------
Music from Motionarray.com

Пікірлер: 19
@clarkcoots
@clarkcoots 4 жыл бұрын
Thanks for watching everyone, I appreciate all of your comments! This was quite a fun project!
@AllDayBikes
@AllDayBikes 4 жыл бұрын
The fact you did this without any pre geometry first is amazing
@bwhity
@bwhity 4 жыл бұрын
insanely good design skill and use of designer
@fressno1807
@fressno1807 2 жыл бұрын
you guys are insane. INSANE i tell you. im so jealous it stinks.
@staughost
@staughost 6 жыл бұрын
Amazing
@ryuwen4723
@ryuwen4723 6 жыл бұрын
Nice!
@AngriestAmerican
@AngriestAmerican 6 жыл бұрын
Um,,,this IS F*CKING AMAZING!!! FINALLY!!!
@lpchung8976
@lpchung8976 3 жыл бұрын
Great Man! Could you do a advertising lighting board, please!
@StephaneCharre
@StephaneCharre 6 жыл бұрын
Holly crap!
@Zhiznestatistiks
@Zhiznestatistiks 5 жыл бұрын
Does this actually end up being procedural material in the end? Except for initial plating and exhaust port fin count, I don't see a lot of things to move around. Instead, I see a lot of manual part placement, that is hard to modify afterward comparing to simply, modeling all this heightmap by hand. I mean custom side profiling are slightly complicated thins to do in most polygonal packages, but at least you can do cables procedurally, heck you can do a lot of things procedurally with curves if you only need a height map from resulting mesh. Correct me if i'm wrong, but in her cables seems like a separate entity that you need to adjust even more than other parts. Due to the nature of working with pixels rather than the polygons, one might think that there can be a great benefit to being able to boolean stuff, like you can for example in CAD or 3Dcoat. But there is little to no use of it here. Also, the resulting graph is too big and complicated. On such a scale some sort of viewport node selection tool is required, which substance currently doesn't have.
@JROTools
@JROTools 5 жыл бұрын
This is more a test of what you can do and to show you how, but if it was for production and you wanted to easily change things up to make variations you could easily use the same elements to create such a pattern that is easily tweakable. But yeah if you create a graph like this that is not easily tweakable it would probably be faster to model.
@xB33
@xB33 5 жыл бұрын
Ey,Letting you know that JRO Fur From substance masters 3 contains no video,only music and JRO Scales contains no sound. Please fix.
@JROTools
@JROTools 5 жыл бұрын
Hello xB33DV No changes has been made to these files, so they should work as usual, to be 100% sure that the video works please try a video player such as vlc. As for the scales video it doesn't have any sound as written in the product description so that is working as intended.
@62mohsen62
@62mohsen62 5 жыл бұрын
I know it is super cool but it would not be easier if it was made with alpha for height map in substance painter?
@JROTools
@JROTools 5 жыл бұрын
This is more a showcase on what is possible, a texture like this would be easier to create in another software, but if you are a game company looking to make endless variations and textures editable with sliders this is the way to go.
@teo7380
@teo7380 4 жыл бұрын
Just wondering how much time did it take?
@clarkcoots
@clarkcoots 2 жыл бұрын
Took about 24 hours to create the material.
@morninggloomy7840
@morninggloomy7840 5 жыл бұрын
lol lol lol lol
@MUDHD
@MUDHD 5 жыл бұрын
WTF!
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