Materials of 2022
Three materials that show my current skill level the best.
Vine Brick Wall Material
The vines were made using the Shape node. It started as a hemisphere, scaled in the x, then warped with a Perlin Noise. A grudge was blended in to give the vine more of a bark feeling. Three different variations were made, then they got plugged into a Tile Sampler. Then used another Tile Sampler and used the previous result as a mask.
Blending the three different material types (brick, motor, vines) using the Height Blend node.
Roughness map base was made by converting the color map to grayscale. From there height information throughout the graph was used to adjust it.
The next two materials were made by following tutorials by Nathan Mackenzie and Javier Perez. I feel I should include them because they're an important part of my journey. The biggest takeaway from them is really focus on creating roughness, and not be afraid of using the full range. Also I learned layering more detail in the height map, and then use those details to help create the other texture maps.
Cobblestone Ground Material
This material was made by following Javier Perez's tutorial.
Used Tile Random in combination with Distance node to make some cells. Then I used Edge Detect and Flood Fill Gradient to make to make stones with varied angles. Slope Blurs were used to break up the edges of the stones. Noises/Grudges were blended in to achieve the desired surface.
The ground layer was made by warping noises with themselves to get the large forms. Then Slope Blurs and other noises used to create the medium and small shapes in the mud/dirt. Next came the rocks, various types and sizes were made, the Shape Splatter node was used to distribute them.
Gradient Maps, HSL nodes were used to create color variation. Height information was used as masks to control what colors go where.
Combining ground and rock color. A Atlas Scatter node was used to add the moss clumps and some leaves.
Tarmac Material
This material was made by following along with Nathan Mackenzie's tutorial.
The base shape of the pavement was made by using 3 different cells to make large, medium, and small rocks. Then a Flood Fill Grayscale Random, and a Bevel was used to vary the height. Then grudges/noises to create more variation.
The cracks base shapes was made with a Tile Random and a Distance node to make a custom cells. Then used Edge Detect, Flood Fill Gradient, Slope Blurs to create surface variation.
The normal map was used to extract the curvature, then it was inverted to used as the base for the roughness map.
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