Paul Evans

Paul Evans

Latest Artwork

 

Multi-Brick Substance #2 | Exposing Parameters

Multi-Brick Substance #2 | Exposing Parameters

16th February, 2017

A second set of brick substances, each of which have been obtained by adjusting values pertinent to the Vine, Moss and Damage parameters of a single texture.

The set is part of Paul's recent study in exposing parameters to create dynamically modifiable materials on Allegorithmic's Substance Designer.

Learn more of the same and view prior substance sets by scrolling right on this slider.

Paul is currently unavailable to job/commission requests. Even so, one may choose to leave any feedback/suggestions and interact with the artist on his Sub-Forum.

Multi-Brick Substance #1 | Exposing Parameters

Multi-Brick Substance #1 | Exposing Parameters

8th February, 2017

The latest chapter of Paul Evans' ongoing study of Allegorithmic's Substance Designer, has him experimenting with exposed parameters.

With parameters (dirt & scratch values, colors, roughness) being specific variables that may be used to modify the look of a substance, exposing a parameter lets one alter its value across other applications such as the Unreal Engine.

In the brick substance seen here, Paul is seen creating a number of variations by simply altering the values of various exposed parameters. All bricks, renders of which can be seen attached, have been created with the same nodes.

Paul is currently unavailable to job/commission requests. Even so, one may choose to leave any feedback/suggestions and interact with the artist on his Sub-Forum.

Small Stones & Bricks With Multiply Patterns

Small Stones & Bricks With Multiply Patterns

31st January, 2017



'Looking at a lot of damaged small stones on Pinterest, I wondered if I could create something similar.'

And so Paul's latest 2048x2048 Small Stones texture was rendered. Soon after, the artist decided to experiment with combining both Brick and Concrete textures into a singular material, leading to the Bricks With Multiply Patterns.



Both materials were developed on Substance Designer. Attached are various renders and maps of the same.

Paul is currently unavailable to job/commission requests. Even so, one may choose to leave any feedback/suggestions and interact with the artist on his Sub-Forum.
Mud & Vine Leaves

Mud & Vine Leaves

1st December, 2016





Earthy layers of Mud and Vine leaves, each of which have been developed in full 2048x2048 resolution via Substance Designer.

Apart from their three-dimensional Blender3D renders seen above, seen attached are associated snaps of their Substance renders and maps.
Curved Cobblestone & Cream Stone

Curved Cobblestone & Cream Stone

23rd November, 2016





A pair of medieval-era themed stones, Cobblestone & Cream, developed in full 2048x2048 resolution on Substance Designer.

Paul also attaches their associated maps and Blender3D based renders for perusal.
Garden Path & Rock Materials

Garden Path & Rock Materials

8th November, 2016





Textures suited for a spot of gardening; attached are 2048x2048 renders plus maps of both a grass-laden pathway and a rock-based material.

Both developed via Paul's experimentation of various nodes on Allegorithmic's Substance Designer.
Tiles

Tiles

27th October, 2016









Four distinct set of tile textures, each designed on Substance Designer for use in home/indoor environments.

Sized at 2048x2048, these are Kitchen Tiles, Broken Bath Tiles, Concrete Tiles and Marble Flooring, image renders and maps of which are seen attached herewith.
Painted Bricks, Metal Grid, Grid Flooring, Old Tiles & Wood

Painted Bricks, Metal Grid, Grid Flooring, Old Tiles & Wood

19th October, 2016











Each of these are experiments with new Substance Designer work-flows gathered via online tutorials.

Attached are Render Maps of the Painted Bricks, Metal Grid, Grid Flooring as used in Pedestrian Crossings, old Tile work and Wood textures seen above respectively.
The Flat | Implementing Textures

The Flat | Implementing Textures

30th September, 2016



Modelled and textured on Blender3D, the above structure is the first documented implementation of Paul's Substance Designer created textures.

That is with the exception of the door and rooftop vents, both of which were obtained from CGTextures, while all graffiti is that of British street artist Banksy.

Images of the building's early stages, solid and textured renders are seen attached herewith.
Tree Bark, Moss, Brick & Cracked Earth | Substance Designer 5

Tree Bark, Moss, Brick & Cracked Earth | Substance Designer 5

20th September, 2016









Textures of Tree Bark, Moss, Brick and Parched Earth, developed via Substance Designer 5.

As has been with the rest of Paul's work, each was born out of careful study of real world images, followed by an experimentation of the software's various patterns and general node based methodology to achieve desired realism.

Corresponding Blender3D based renders, maps and node graphs are seen attached herewith.
Sand, Rock, Pebbles & Stone | Substance Designer 5

Sand, Rock, Pebbles & Stone | Substance Designer 5

12th September, 2016









Environmentally themed textures -- Sand, Rock, Small Pebbles & White Stone respectively -- from Paul's latest exploits on Allegorithmic's Substance Designer.

In explanation of the process that goes behind achieving a perceived degree of photo-realism, the artist explains that much of his spare time is spent capturing and studying photographs of corresponding real world subjects.

'I make notes on the tiny details,' he writes. 'So for rock it would be -- bits of grit, dirt, specks of grass, cracks.

'I then play around with the nodes on Substance Designer until I reach something that is close to the real thing.'

Each of the four textures' corresponding maps, graphs and Substance Designer renders are seen attached herewith.
Cloth Work | Substance Designer 5

Cloth Work | Substance Designer 5

4th September, 2016





Paul's first foray into creating cloth-based textures on Allegorithmic's Substance Designer 5 is marked by Chequered and Worn-out variants.

Both of these involved the study of a variety of real-world cloth materials on the artist's part, before finding the appropriate patterns and noise layers that would help create their realistic digital renditions.

Blender3D was then used to produce the cloth based animations seen in their associated 3D renders; also seen attached herewith are the textures' respective maps and graphs.

Announcement | Beginning Work On Command & Conquer: Tiberium Secrets

Announcement | Beginning Work On Command & Conquer: Tiberium Secrets

28th August, 2016

'Independent specialist of two-dimensional game assets and member of the Higher Eclectic network since February this year,

Paul Evans, has joined hands with developers Secret Reality to aid in the production of their upcoming mod of Electronic Arts’ 2007 real-time strategy game Command & Conquer 3: Tiberium Wars.

Titled Tiberium Secrets, the mod will see Evans playing the role of a Texture Artist within its team here from.'

Hand Painted Metal Grid | Initial Substance Designer Work

Hand Painted Metal Grid | Initial Substance Designer Work

18th August, 2016



Created back in June, the Hand Painted Metal Grid marks Paul's final use of his Photoshop based texture creation technique; as he explains --

'I looked at a lot of references for the colours, marks and stains to give it that grunge look using only a few simple layers; the variation in colour meanwhile was obtained using a mixture of the overlay and multiply blend modes.'

The artist has since moved to using Allegorithmic's Substance Designer for his texturing needs, having the spent the past couple of months learning his way around its node-based methodology.

The very same two month period has helped yield his first few creations on the software -- most of which includes a variety of brick and stone based 2D assets as seen here.

Substance Designer has now been fully incorporated into Paul Evans' work process.











Displacement Mapping Done Right

Displacement Mapping Done Right

7th May, 2016

Paul believes that he's finally managed to make correct use of the Displacement Mapping technique on his library of crafted textures.

The process of applying a Displacement Map onto a particular object or mesh leads to the actual physical displacement of that object's vertices, as opposed to say, Bump Mapping that creates the illusion of displacement via the manipulation of lighting.

This is useful in the creations of bumps, ridges, elevated portions and other deformations where a Displacement Map will physically alter a surface's geometry in 3D. It further allows for the artist to manually alter this change in geometry via the use of tools such as Sculpt on Blender.

Paul makes use of this concept then to lend depth to his Concrete, Brick and Stone textures as is seen in their final rendered forms here respectively. The Old Brick textures that follow the Red Bricks also come supplemented with a look at their prior, non Displacement Mapped forms.

Be sure to leave the artist your feedback in the comments below.

The Ruins

The Ruins

1st June, 2016

As part of a regular challenge wherein the artist and his friends have each other create pieces of art based on pre-allocated themes, Paul was recently tasked with developing a scene based on ruination.

With a Pinterest facilitated research, the artist incrementally put together The Ruins that are visible here on Blender 3D.

Making use of the Sculpt tool to shape the scene's rock populace and the texture paint tool to colour the more hard-to-reach areas, Paul further states that a total of eight textures were used in his creation. These include those for the Stone, Sand, Marble and Moss.

Prior stages from the scene's development are also seen attached herewith.

The Tomb

The Tomb

12th May, 2016

A challenge hurled at himself to develop a game-ready, Blender 3D based scene with a limited number of polygons and textures, results in Paul creating 'The Tomb'.

Comprised of under 2,500 polygons, The Tomb makes use of upto 8 of the artist's own photo-realistic textures, bar the floor which makes use of a hand-painted one.

The Saloon

The Saloon

6th May, 2016

Paul's Wild-West themed Saloon brings with it a display of upto 7 of the artist's hand-painted textures.

Created using Adobe Photoshop, the majority of these textures stand to be colour-toned, patterned variations of his Wood textures, accompanied by a Metal texture for the trough that horses drink from.

The structure also makes use of Blender's Freestyle Edge and Line rendering engine, responsible for its inked, cartoon looking borders resonant with the art style of Telltale Games.

The Hotel

The Hotel

30th March, 2016

The Hotel stems out of Evans' vision of a decrepit apartment building that's just been turned into a rather peculiar Hotel.

It utilises the artist's photo-realistic textures, all of which started out as high-definition photographs of their real world object counterparts. These were then manipulated on Adobe Photoshop to bring about the impression of grunge before being applied to the model of the building.

The building itself was modelled using Blender 3D and rendered with the software's Cycles Render Engine.

Home

Home

30th March, 2016

'Home' was created as an attempt by Evans to improve his modelling prowess more than anything.

Yet even so, he makes use of his hand-painted textures alone in its colouring; each of which is indicated within the same image.

Brick Wall

Brick Wall

30th March, 2016

The past few weeks have seen Paul Evans experiment with the Texture Paint Tool on 3D modelling software, Blender 3D.

As one of its features, the tool in question allows users to paint any given 3D model using a specified color or texture fed to a brush -- the setting up of which Evans had initially found difficult to grasp.

Having designed the brick models by simply sculpting rectangles on Blender however, Evans gradually learnt to paint said bricks using his own textures.

Interesting, only two of his created textures were used in the final renders of the bricks -- particularly his Brick & Grass 2D assets -- whose individual brightness & colors he then manipulated to bring about the finished textures seen here.

These Brick & Grass assets however belong to his library of 'Realistic Textures'; As opposed to his hand-painted textures that are created digitally from scratch, the realistic textures are created by digitally manipulating high-definition photographs of real world objects.

The Corridor

The Corridor

15th March, 2016

'The Corridor' aims to focus on Evans' wall and floor hand-painted textures.

Both the wall and floor 2D assets were born out of a process wherein Evans begins painting an amalgamation of colours that resonate that of the real world object's texture he intends to replicate, before each had their shadows, lighting and other key visual aspects to lend themselves character.

All of this was performed on a Graphic Tablet using Adobe Photoshop, before being imported to Blender 3D​ where Paul developed the rest of the scene.

The Church

The Church

8th March, 2016

Evans' latest texture focused scene draws inspiration from a real life Church in his vicinity.

Laying special emphasis on his own hand-painted Brick & Grass textures, the following render makes use only of his library of 2D assets -- each manipulated to blend with the other.

A photograph of the real-world Church has also been attached for comparison.

Editor's Special | New To The Community: Textures, Models, Character Art & Weekly Twitch

Editor's Special | New To The Community: Textures, Models, Character Art & Weekly Twitch

March 11th, 2016

Texture Artist Paul Evans of CraftyTextures, 3D Artist Indigo Doyle Modeler, Character Artist Jesse Staples of Jesterdog23's Character Design Emporium & Twitch Video Games streamer Potshotpete.

In case you missed each of their debuts, here's what Higher Eclectic Ground's latest March additions are bringing to the Independent Gaming community's table here.

The Alley

The Alley

28th February, 2016

From CraftyTextures arrives Paul Evans​, the community's first independent texture artist.

Specialising in hand-painted and realistic textures, Paul will now be seen showcasing his 2D asset work by not only displaying them on self-developed 3D scenes, but by also providing insight into their development.

Furthermore, he'll also be looking to provide his talents to other Game Developers within the community -- while sharing notes & tips with other artists.

He debuts then, with the 'Alley' -- a scene developed and coloured using his own textures. For those interested, Paul has even gone so far as to create an elaborate post on his blog explaining the entire creative process behind the scene.

Read about it via the 'View More' section linked below.

 

11143491_1035791006431481_608372641687618365_oBased within the United Kingdom, Paul Evans is a determined, highly motivated 2D artist providing various texture and material based services towards the production of video games in a variety of self-developed styles.

Genres/Specialities 

His focus lies primarily in the creation of custom textures and materials while also being open to their application on 3D models by means of 3D painting software or else.

Work Process & Software Used

Utilising Allegorithmic’s Substance Designer and Adobe Photoshop, Evans makes use of a variety of patterns and images to create textures and materials of varying characteristics.

3D painting them onto models meanwhile involves the use of Substance Painter, with the artist capable of importing his own created textures for direct application on models or via UV maps. He is also knowledgeable in the use of Blender 3D, Unreal Engine 4 and the basics of Autodesk 3DS Max and Maya for the same.

Rates 

All rates are negotiable and subject to client and project requirements; revenue share agreements are also openly considered.

Terms & Conditions
  • Paul Evans’ work process is entirely dependent on a client’s requirements, with him willing to mould his work flow accordingly.
  • While he is open to discussing all sorts of texture and material creation opportunities, his decisions are primarily influenced by the scope, prior work record and goals of clients.
Notable Clients & References

MACH 2 SimulationsAir Experience Flight Simulator; Logos, Textures, Pattern and UI element design.

 

Bio

11402742_1413363698989662_6240911476109987524_nAn independent texture artist specializing in hand painted and realistic textures, Paul Evans is gradually working his way to establishing him as a full-time professional within the industry.

Citing his friends & the constructive feedback they provide as his biggest inspirations, Evans takes pride in his ability to complete tasks and stay driven regardless of obstacles.

Not mere shallow claims, as his recount of his life’s journey thus far illustrates —

‘Ever since I wielded a baseball bat & attempted to knock down other bikers while racing at high-speed on Road Rash — I’ve always wanted to be a Game Designer.

Throughout school, all I could think about was how beautiful the games of my time looked and how cool it would be to create one of my own.

During school, I was told that the world was too big for me and that I needed a regular job — I would disagree. Students would pick on me because I would spend all day putting down on paper crazy ideas for games I had going around in my head; and most likely because of my weight and Pepsi glasses.

Through it all, I was constantly told that I was wasting my time. Despite my grades in school, I managed to obtain a place at Dudley College where I studied graphic design. Halfway through the year though, I began to have epileptic fits — I was told that it may be best to take me off the course as I could not attend most of the important lessons.

paul-evans-1Regardless, I’d come in every Saturday. Don’t get me wrong, I had no problems with the teachers — they were excellent. I know they were just looking out for me but I knew I had to finish my course. I ended up passing with a ‘B’, encouraging me to move on to University.

I ended up going on a trip to Manchester, United Kingdom where Universities from the country had gathered on account of an open day for prospective students. I walked up to a number of universities, talked to them and told them what I loved — they seemed really cool.

But then I remember going up to Oxford University’s booth — Showing them my grades that consisted of ‘E’s and ‘F’s while telling them about my passion for games; I was laughed at.

Without bothering to notice my rise from an ‘F’ to ‘B’, I was handed back my scorecard; I ended up waiting for them to go on a break and took their chairs and hid them. I finally ended up opting for the University of Wolverhampton, where lecturers were first reluctant on letting me attend the course in English — before I managed to convince them that I was worth it.

paul-evans-brick1-renderThe people I would go on to meet there were fantastic and the lectures were great; It was in my Second Year that I finally stumbled upon the art of creating textures for Video Games and since, I haven’t looked back.

During my time at University I’d also managed to find out I was dyslexic, yet I was always encouraged to prove my worth in activities beyond studying. I ended up passing the course with a 2:1  — I had never been more proud of myself.

It’s now been four years since I’ve been creating textures and nothing makes me more happy than it. I love what I do, how something seemingly irrelevant as textures can bring about a variety of emotions within a Video Game & I do hope to make a full-time career out it.’

Unavailable; Busy
Tipton, United Kingdom
Custom Textures & Materials
Negotiable Rates, Revenue Shares