omg
Posts by Swizzle.Fun
Hey everyone! hope you have a fantastic Friday \o/
We're here with gigantic material libraries if you want to stay in the flow while making 3d environment art.
#gamedev
#art
33/50
Stamped metal sheet metal upper with keyboard and status display screen on the lower half.
No franchise specific motifs, but it could easily integrate into #halo #starwars or #startrek IPs
I like this one... might be the combination of vents, wires, and stamped metal inlays. This would be right at home detailing the surface of a #star #ship hull.
This has some fun squiggly pipes near the bottom edge. It breaks easily into 5 trimsheet regions. Alternate pattern 38/50
I found some more of the wireframe renders . These show the magic behind the scenes!
#vectorart
Oops, there's even more..This is another alternative surface treatment (a preset that comes with the material library)
Instead of dirt this seamless texture has algae growing in the cracks. With a small display panel and status indicator in the lower left corner.
#hypergraph3 #substance #designer
Another alternate pattern (2/2)
Alternate pattern - same surface treatment (1/2)
#library #game #design #texture #collection #substance #designer
Alternate look - Iron rich dust, low color saturation, with grey decals.
#customization
#materials
#textures
#art
#direction
#flexible
#game
#design
Alternate looks boost flexibility. Depending on what your art director needs - Hypergraph3 can adapted by adjusting the colors, decal appearance, and general wear & tear.
This is the same sample from above, but with adjusted user parameters. (A preset that comes with the package)
#textures #art
Tile 16/50 - Hypergraph3
If you prefer to see materials on planar surfaces, here is another tile from Hypergraph3 โ
This sample is from Hyper Graph 3, A material library that works well with #unity and #unreal game engines.
ORM (occlusion roughness metallic rgb encoded) for Unreal
and alternative alpha encoded metallic layer for Unity game developers and level designers
Accelerate your creative process ๐
Sample from the Swizzle Fun HyperGraph 1 material library that has a large collection (400) seamless textures with several trim sheets and fictional ui / computer interface & computer console panels.
Looking good, we published something similar last year...
bsky.app/profile/swiz...
It's a collection of trim sheets and seamless textures
Update, gave this set a more descriptive title:
Stained Glass Windows PBR Modern Texture Library Trimsheets
โก๐ rh2.gumroad.com/l/glass ๐โก
#substance
#designer
#trimsheets
#texture
#material
#game
#library
#kitbash
#windows
It doesn't matter how good it is if no one knows it's there! ๐
I like how it flips out
Here are some of the sample outputs:
#vector
#game
#textures
#materials
#pbr
HG3 is a smaller collection that HG2 or HG1, but it incorporates all the lessons learned from the first two.
This example comes from HG3 (Hypergraph3) and it includes three source plates.
1. Source 1 is dedicated entirely to the heightmap.
2. Source 2 is for the decal layers (three different decal types)
3. Source 3 is for controlling the emission layers. The default is R/G/B for easy shader edits.
These materials can be generated on the client's machine (to reduce the overall game's download size), or have their resolution doubled if you ever decide to remaster your game.
For the swizzle.fun Hypergraph Materials Series (HG1)(HG2)(HG3)
These materials were created with a vector art base.
This is so many panels could be fit into a single file, with unlimited resolution exports.
#gamedev
#materials
#textures
#vectorart
In Substance Designer the tarp color/glossiness and grime/dirt level can be adjusted to fit a wide variety of final looks.
How it was made:
75 blue / white vector art masks were made
Using #Houdini, the masks were converted to vellum panels & matching collision geometry.
#PDG (Procedural Dependency Graph) was used to systematically simulate/bake/save the results
The result is a #SubstanceDesigner graph.
(2/2)
In this video the mask/baked height/ baked normal/ and result are visible. (1/2)
rh2.gumroad.com/l/PolyFrame
This substance designer file has 75 panels, and I am selling it for $25.
Materials are the most applicable art, for turning greybox geometry from flat/blank/simple surfaces into something more interesting.
Do you have a year to spend on textures alone?
I spent 365 days building a library you might be able to use.
Try my free materials
- see bio
Hypergraph2 is a set of 100 materials with a cohesive style
If you need deathstars or futuristic hallways lined with machinery
Thanks! the whole set of materials was around 80,000 shape layers. Several of the tiles are not that good but this was among my favorites. ๐