It takes all kinds to make a world.
In the Materials from the World challenge, we hope to see everyone's effort to reproduce the matters around them, from the North Pole to the African deserts, from the biggest metropolitan cities to the most desolate places.
As techniques such as photogrammetry and procedural texture generation are growing in the general knowledge or many 3D artists and hobbyists, we thought of a challenge about material creation.
Natural or hand-made, it does not matter: every material tells a story about a place.
The Atlas is our desire to make the materials available for purchase to everyone, once the challenge ends. Our mission to help building a compendium for humanity, each of them with its story. Participants will retain full authorship, and become sellers of their own materials.
At least two stories of the making-of, with reference photos of the real material, taken by yourself (no Google Maps). A description of your work, including the software and equipment used.
You will be asked to upload a ZIP archive containing your final textures and, optionally, a ready setup for a render engine (eg. 3ds Max + VRay). If your material has been made procedurally (for example, using Substance Designer), it is suggested to include the source file (.sbsar).
Some examples of textures that might be included (minimum resolution 4096x4096 pixels):
Albedo \ Diffuse
Normal \ Bump
Roughness \ Glossiness
Height \ Displacement
Reflection \ Specular
3 (three) preview renders along with the final material, rendered in any engine, following these rules:
The main preview must be a "ball-style" render of the material. Lighting must be neutral (white). Use our studio sets or follow the video tutorial to create this preview.
You must include a render from a closer point of view, in order to evaluate the details.
You must include a render from a further away distance, in order to evaluate usability.
You can include a render showing a real usage of your material. It's up to your fantasy. As you see, we didn't have much for ours.
© Sameera Madusanka
Texture Artist and software developer
Full time texture artist, professional software developer, founder and CEO of Friendly Shade, the world's highest quality 3d scans library.
Armed with high-tech equipment and a relentless passion for pursuing the best CGI, Sebastian has dedicated the last 5 years of his life towards improving his capturing techniques.
Started as an Interior Designer with a passion for 3D, over time Luca became more and more interested in CGI and photorealistic rendering.
Working as a 3D Artist he spends most of his time learning new software and techniques to bring as much realism as possible into his work. Currently working as a 3d Artist at Recom Farmhouse.
Texture \ Photogrammetry Artist
Architect \ 3D Artist
It is the subject that most can unite art, science and reality: it is not just about form, or function. It is, first of all, about people.
Architecture is the main discipline for Massimo, along with 12 years of experience as 3D Artist to express his design ideas.
Launches CGMood near the beginning of 2018, with the goal of defining new standards for 3D model sharing, and create a high-profile community of 3D artists.
© João Jesus