Here we are, the 4th recap week of Eco Tales, time sure does fly, we’ve done some work and had some fun, celebrated an old man turning 30 and two cruises having sadly stolen a lot of our time.J I’ve been painting a lot lately, trying to get better at it, the progress is slow but steady and, in my own humble opinion, things are starting to look rather good!
A new workflow I’m trying out is creating a simple base in substance designer, it may look something like the following image, a simple tiling pattern that has some random rotation and lightness variation, I generally also add some scale variation.
These variations, at least as far as scale and rotations are concerned are extremely subtle, +/- 1-3% in scale and +/- 1-3°. Giving a range from 0.97 – 1.03 and -3° to 3° respectively.
Next up as in case of these cobblestones, I select a base color and using the lightness variations from the base texture, I also alter the hue slightly on each stone.
In this case, the texture is of a seemingly grey material, however, nothing in nature is ever really truly without at least some measure of color. Here each stone has a unique hue at an intensity of about 3-5 on a saturation slider in Photoshop.
As you stare at the texture, I doubt you can tell that some of these has a green base and some a pink one, but that’s not the point.
In this case I’ve also laid out some base lighting. For all of my textures, the light will be coming at an angle similar to if the sun had been up but mostly covered by clouds, since, without a light direction, everything will look dull and washed out.
Next up is an almost finished piece, a simple brick texture, next I’ll be adding some mid-range details.
Look at the brick second from the bottom on the right side of the texture, see that dent? This would be a mid-range detail.
After that I’ll be adding some surface details, scratches are a good example of this, but not too much, as these will tile, you don’t want anything which will make that too obvious.
In these the hue variations are even more subtle, ranging from slightly more yellow on brighter tiles and generally slightly more red on the darker ones.
This here plank texture on the other hand, I’m calling done, this is a level of graphical fidelity that I can feel proud about. There is room for more mid-range details and most definitely some surface details, but sometimes, very often actually, less is more.
KISS, Keep It Simple Stupid, remember this acronym, it’s true within all walks of life.
Another great tip while we’re on kissing, just say “Hi”, if the interest is there s/he will be more impressed by that, than any variation of ; “Hi, I might not be Fred Flintstone, but I can still make your bed rock.”
Aaand… Back to textures, were I to revisit this in the future, I would probably add some hue variations, writing this, I’m fairly sure I will.
Another very likely case is that I will use these textures as a base for broken and or dirty variations which I will “paint” onto my buildings and environments using vertex colors and a custom shader I’ve written.
Finally we have something that I like to see in games, decals or big broken parts of otherwise perfect buildings etc, painting it like this, makes sure the breakage looks and fits into the background; see how the unpainted plaster leaks into the crevasses between the bricks? Pretty nice isn’t it?
Now consider that the purple plaster part is transparent and we’ve got a recipe for success!
We could even throw our planks and cobblestones under a nice broken plaster and whop, the house is suddenly unique.
K What can I say, it is that time of the year when students are beginning to care about their grades so I am totally swamped at work which leaves little time for ECO, I have managed to squeeze in a few hours at the expense of my social life but sometimes that is required, ECO deserves it, but I have not much to report I am afraid, hopefully I can squeeze in a few more hours this weekend.