3D shit and stuff I'm doing... so I guess it's a personal blog | André | 28 | Professional 3D artist at Platige Image | Photography | Videogames and Animation
One month learning Zbrush for the first time and proud of the progress so far!
I've been learning all the basics trough Milivoj Popovic's "Sculpting in Zbrush tutorial".
This was an exercise about creating a whole open world desert and not focused on asset creation. The objective was to get a little bit more comfortable with the Unreal Engine.
I've used the landmass plugin in Unreal to create the mountains. Then, created a landscape material and paint over it.
Next, I've created the river and road using splines and covered everything with the Megascans Sandstone canyons.
I also two props: The temple, modelled in blender and using a trimsheet to texture it. The Palmtree was made using Speedtree.
For this piece I've wanted to create a Sandstone Trimsheet using a workflow using Photoshop and then combining a megascans texture in Substance Designer.
I've Started by gathering some relief architectural drawings from pinterest and then worked them in photoshop using the brush stroke filter. Then created the trims in order o export a very basic height map into Substance Designer. There, I've used the Histogram range/scan + HQ Blur in order to create a proper Height map without much noise.
I've added some Dirt and Clouds noise, then blended with a simple megascans sandstone height map.
Just a Substance Designer shader practice inspired by the traditional Portuguese tiles.
Portuguese cities are rich in color and patterns, even if some of them are damaged. I tried to replicate it using Substance Designer to create a shader that could be used in a city scene.
Substance Designer Node graph
Texture maps preview
- Base Color - Normal - Roughness - Height - AO