Bloodied Bandages - 100% Substance Designer
Context render 1. The material is intended to be applied to 'cylinder-like' geometry that is unwrapped to fill the 0-1 UV range.

Context render 1. The material is intended to be applied to 'cylinder-like' geometry that is unwrapped to fill the 0-1 UV range.

Context render 2. It has been tested to work predictably at non-square resolutions. This allows for maintaining pixel aspect ratio regardless of the length of the cylinder.

Context render 2. It has been tested to work predictably at non-square resolutions. This allows for maintaining pixel aspect ratio regardless of the length of the cylinder.

Blood can be set to any level of dryness.

Blood can be set to any level of dryness.

The material provides up to 6 transformable wounds...

The material provides up to 6 transformable wounds...

...or the wounds can be overridden with a custom wound input.

...or the wounds can be overridden with a custom wound input.

The number of bandage layers can be changed.

The number of bandage layers can be changed.

The coverage setting. At low values all the layers overlap. This means other values such as bandage distortion an normal intensity may need adjusting. Also the quality of the height/normal output is reduced.

The coverage setting. At low values all the layers overlap. This means other values such as bandage distortion an normal intensity may need adjusting. Also the quality of the height/normal output is reduced.

Dirt amount set to 1.

Dirt amount set to 1.

Changeable bandage colour.

Changeable bandage colour.

The main graph (commented).

The main graph (commented).

Texture breakdown.

Texture breakdown.

All the exposed parameters.

All the exposed parameters.

Bloodied Bandages - 100% Substance Designer

I've been working on this material for a little while now, and it's definitely worked out tougher than I expected it to be! The idea was to create a material that could be used by character artists to quickly generate bandages for their characters. The geometry used is just extracted portions of good ol' "Nickz_humanMaleAverage" found in ZBrush. I've created a custom node for this material called "Wrap" that allows for it's inputs to be wrapped seamlessly around the canvas in a spiral path based on an angle parameter. It also allows for the wrapped inputs to overlap each other. This formed the basis for the material. I hope you like it!
It's available to buy on Gumroad at - https://gum.co/bandages.

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Matthew taylor thumbnailMatthew taylor thumbnailMatthew taylor thumbnail