Artwork made for Poliigon, to demonstrate the recently launched Wood Pack I also did in Substance Designer.
Almost all textures there are procedural, either from substance designer or from blender itself.
The timeframe for this project was 5 days (yeah…), so it was quite an interesting experience heh
Five days!!! Procedural? I mean, is the wood texture procedural too? Wow!!! This is very impressive for me. I love the details and the camera framing. And also the lighting.
Thanks Mr. Chuan! Indeed, it was the craziest deadline I ever had to deal with (ok, maybe not the worse… but still :eyebrowlift2:) , at least it feels nice to drop out something that quickly, and also to have an environment really made from scratch, since even the textures are made from ground zero.
It was rather tricky at the beginning to get the forms right, but eventually it started to get there.
Substance designer is really fun, and it’s a nice challenge as well, since for most of the stuff you want to do you’ll probably need to “invent the wheel” yourself, because there’s not a lot of people using it yet.
Quite a sense of depth there (and an excellent depiction of a potentially hazardous work area in an old house).
The filmic look really works in this case, I wonder how you set things up to avoid the oversaturation issues that could occur when applied straight to an existing scene (believe me, I tried to give that color-management file a shot)?
@Ace Dragon: What do you mean with “oversaturation”? The view transform has desaturation built in that produces a gentle rolloff toward highlights, which in some cases may be perceived as the result is less saturated than the default sRGB.
Unless of course you’re using the contrast looks on the sRGB view, in which case the results will be obviously wrong.
Keep in mind that the contrast looks included in the filmic set are intended to be used only on top of the “filmic log encoding base” view.