Came across a post by 80lvl and immediately clicked on it, at first i didn't notice but once i heard the intro "In this video.." it clicked. I learnt painter and designer from your tutorial series on Linkedin and TH-cam. You have helped me advance my substance skills so much and thank you for that. Subbed and hit the bell icon, it would be so good to see some more in-depth techniques on this channel.
Thank you so much! Will be producing lots of new videos. So glad that you liked the content. Let me know what types of techniques you are interested in seeing. Thanks!
@@wes.mcdermott Any content of "substance x unreal" will be useful. eg, the workflow for game production on characters/prop using substance in Unreal. I kind of vaguely know people paint ID maps in painter and import them into unreal. Using ID maps to define materials or sbsar in unreal. I wonder how to setup the master material so artists can slot in the ID maps they paint in painter. As well as the master material which allows artist to choose which preset material to use for the ID maps. Long time ago I believe epic games has a talk about how they setup their characters in the game Paragon(Paragon Character Texturing Pipeline | Unreal Dev Day Montreal 2017 | Unreal Engine). They use their preset unreal material library. Recall those preset materials using ID maps. That would be a lot more complicated to setup. If we can use sbsar it'd be so much easier
This is great, but how do you get this working across multiple UDIMs, say if you wanted to texture a building that isn't just a plane that in the 0-1 uv space, uvs would be outside that to match target TD
Great question. I wouldn't use UDIM in cases like this. You are looking at building a texture sheet or atlas that could be used with modular set pieces. In the case of a building wall, I would create a texture sheet that contains multiple tiling textures within the sheet. Then you can arrange the UVs to that they will tile. It could be you have some UVs that sit outside the 0-1 space. I can look at making a tutorial for this in the future. The textures will be set based on a pixels per meter setting you decide. This pixel per meter value will be based on all kinds of performance requirements if you are using this for a game level. Otherwise, it comes down to an arbitrary value that gives you the most texel density and thus increasing the texture resolution. You can measure geometry in the 3D application, then use that to determine the texture size for tiling. For example, your pixel per meter is 2048. You measure a wall section that is 4 meters, and this gives you 2048x4 = 8K. So here you can use a 2K texture tiles 4 times or a 4K texture tiles 2 times.
would you say in terms of storing the most amount information it goes height -> Normal -> bump? im asking cuz you've generated everything from the height, even the normal
It can depend. If you are working with displacement shader, you want the height and normal to not be the exact same. I use height for large shape and from and more high frequency in the normal. However, in this case I am creating geometry with the tessellation shader, so I can create all data from Height.
It should be under the Stock and Marketplace, but you will need to have a subscription for Substance 3D Collection which includes the 3D Assets. If you don't subscribe to the full Substance collection with 3D Assets, then check out this link to our community assets site, where all content is free. substance3d.adobe.com/community-assets This is a great resource and doesn't require you to subscribe to substance 3D.
@@wes.mcdermott So, Adobe revoked the existing convenient integration we used to have since it became the Substance 3D Texturing plan? I don't mean to detract from your video, it's excellent, but that's really lame of Adobe; It seems like they're deliberately complicating something that should be straightforward to steer people to higher plans...
@@Heliostat No worries and happy to discuss. I made a mistake in my reply : ) We have 2 subscriptions. The Texturing Bundle and the 3D Collection. Both have access to the 3D Assets. I was wrong by stating it was only part of the collection. The texturing bundle is what we had before joining adobe. Very sorry for my confusion. The difference is that with the Texture Collection (Painter, Designer, Sampler) you get 30 assets per month and the Collection (Painter, Designer, Sampler, Modeler, Stager, Cloud Storage) you get 50 assets per month.
@@wes.mcdermott it’s all good! I found out it’s an on going issue with CC desktop for some users anyway- even if you have the higher packages. Thanks for your advice and thanks again for the video, it’s helped me improve my workflow for a game I’m working on :) sorry for the saltiness, I assumed the worst of Adobe and I was wrong this time.
Is it me or does Quixel and their entire scanned ground meshes just die at the feet of this workflow...dont get me wrong nothing beats drag and drop but this level of customizsation is wild,and you have all the materials in the world to blend and mix and match...looking at the views on this amount of people missing out on great information is sad..anywho,great tutorial,going on a binge of all your previous work
@@wes.mcdermott good thing! professional voice actor! also just realized you are the person who did all the official adobe stuff too. thanks so much for your work there and here.
I see your point : ) I would use Substance Designer to create a material from scratch. THis is a good idea for another tutorial. In this video, I was more focused on blending and mixing materials to produce a material that is seamless. Definitely will look into a Designer tutorial for materials from scratch for future content.
hey , dude i watched your video , i learned alot about substance and it was fine , but as you are doing it for games , there is a way easier way toachive the exact same detailed maps inside your game engine. just using terrains , in this way you have a very better way to apply hights to your 4x4 plane , not just bringing it to zero on the edges that may make the repeating tiles visible, i use unity and i just make a terrain with neighbors active , and just use allow hight blending with material , then i bring the textureand paint like masks with several paint layer, just same calclulation , all in game engine
Thanks! Glad you liked the video. Also, great point with terrains in-engine. Definitely a great way to go. Just showcasing an option here with Substance, but overall terrains and material blending are the way to go. I also will use terrains in UE with Substance materials for height blending.
@@wes.mcdermott i use unity and there is no concept like nanite as far as i could search, indirect gpu instancing of a single trim sheet and same mesh (prefab) works for me , but again there must be something like nanite in unity, thats just unfair if you could use any mesh in high details in UE without thinking about performance 😂 , why i used unity for my game :D
This guy has a supernatural talent for teaching, charisma and everything. Born for it
Thank you very much! Glad you liked the videos
you can say that again!
He's cute 🙈 and his voice is such a turn on. ❤
he was also good in Spaceballs and Ghostbusters 😁
yes. I love Wes tutorials.
Wes you are the best online teacher😊
Thank you so much! Greatly appreciate it.
Fantastic, some really great tips in here! more of these videos please. Its nice to see some modern workflows for the more modern engine tech.
Thanks, will do!
I love seing you having your own channel! Cheers
Glad you enjoy it! More to come : )
Came across a post by 80lvl and immediately clicked on it, at first i didn't notice but once i heard the intro "In this video.." it clicked. I learnt painter and designer from your tutorial series on Linkedin and TH-cam. You have helped me advance my substance skills so much and thank you for that.
Subbed and hit the bell icon, it would be so good to see some more in-depth techniques on this channel.
Thank you so much! Will be producing lots of new videos. So glad that you liked the content. Let me know what types of techniques you are interested in seeing. Thanks!
Same. Once heard the voice, I subscribed😄
Hi Wes! Nice tutorial! You also could switch comression to the mask in that pakcked texture(AO, roughness, metallic)
Good tip! Thanks :)
Thanks, Wes. Nice to pick up little tricks along the way as well :)
Great! Glad to hear the video was helpful.
WOw the compare mask is so cool!!
Glad you liked the video!
Awesome tutorial Wes!
Thanks much!
this is amazing, im following step by step and doing some annotations and i learned so much!!! thank you so much!!
You're so welcome! Thanks for checking out the video!
I really appreciate that you made this in deep tutorial with a lot of advice
Glad it was helpful!
Thanks for sharing this, interesting technique!
Thank you! Cheers!
this was so helpful thank you so much. I was trying to create ground for the environment I created
awwsome stuff ,thanks so much
Lets Go! I've been need to know how to do this one thats for the help Wes!
Awesome! Glad to hear the video was helpful. Thanks for watching
Man, you're a beast. Thanks a lot.
Thanks! Glad you liked the videos : )
Please do more of these. they are very useful
Definitely will! Let me know more of the type of tutorials you would like to see.
@@wes.mcdermott Any content of "substance x unreal" will be useful. eg, the workflow for game production on characters/prop using substance in Unreal. I kind of vaguely know people paint ID maps in painter and import them into unreal. Using ID maps to define materials or sbsar in unreal. I wonder how to setup the master material so artists can slot in the ID maps they paint in painter. As well as the master material which allows artist to choose which preset material to use for the ID maps.
Long time ago I believe epic games has a talk about how they setup their characters in the game Paragon(Paragon Character Texturing Pipeline | Unreal Dev Day Montreal 2017 | Unreal Engine). They use their preset unreal material library. Recall those preset materials using ID maps. That would be a lot more complicated to setup. If we can use sbsar it'd be so much easier
Thanks! This is a great idea. Really appreciate it.
@@wes.mcdermott Can you do similar tutorial on texturing large nanite cliffs/rocks?
Wow amazing tuto! thank you very much!
Glad it was helpful!
As always, This is really cool and informative video ! Thanks for sharing!
Glad you enjoyed it!
Thank you , Wes ,
great techniques :)
Thanks! So glad you liked the video.
Thanks Wes - another awesome Tut!!!
Thanks much! Glad to hear you liked the video
Awesome Content! Great approach 👌
Glad you liked it!
Fantastic tutorial. Thanks you so much Wes!
Thank you very much!
thx a lot bro! It's great and helpful tutorial
Glad you liked it!
Damn i learned something today, thanks man
Thanks much! Glad to hear!
Epic lesson... And I might adapt this to work with Unity, especially for generating a parallax occlusion map with the height channel
Awesome, very useful information 😊
Glad it was helpful!
Thanks Wes! That was awesome :)
Glad you liked it!
Thank you, you did a great job!
Glad it was helpful!
Thank you Wes!
Welcome!
Thank You!! i needed this video
Glad it was helpful!
Thanks for making this, your tutorials are great.
Glad you like them! Thanks much!
i learnt a lot
thank you
You are welcome!
Very nice bro!!
Thanks!
Hey man! And what about creating a correct roughness map just in case we don't have one
Oh, in that case I use the dirt generator and mix that with some grunge maps.
If only I knew this when I was trying to make a Mars terrain without Substance knowledge.
Brilliant!!
this is so awesome, great work Wes!! how would you go to add a third material to blend?
Thank you! It's the same process. You can continue to layer materials using Height Blend Combination. All the height data is blended.
This is great, but how do you get this working across multiple UDIMs, say if you wanted to texture a building that isn't just a plane that in the 0-1 uv space, uvs would be outside that to match target TD
Great question. I wouldn't use UDIM in cases like this. You are looking at building a texture sheet or atlas that could be used with modular set pieces.
In the case of a building wall, I would create a texture sheet that contains multiple tiling textures within the sheet. Then you can arrange the UVs to that they will tile. It could be you have some UVs that sit outside the 0-1 space. I can look at making a tutorial for this in the future.
The textures will be set based on a pixels per meter setting you decide. This pixel per meter value will be based on all kinds of performance requirements if you are using this for a game level. Otherwise, it comes down to an arbitrary value that gives you the most texel density and thus increasing the texture resolution.
You can measure geometry in the 3D application, then use that to determine the texture size for tiling. For example, your pixel per meter is 2048. You measure a wall section that is 4 meters, and this gives you 2048x4 = 8K. So here you can use a 2K texture tiles 4 times or a 4K texture tiles 2 times.
can i export sbsar file in substance painter? same as the substance designer. can use it? what are the best workflow for that.
We don't have sbsar export format from Painter at this time. I know this is being discussed on the team.
And how to make a smooth transition to another texture: "grass, soil, etc." ?
Thanks! I can look at this for future tutorials
would you say in terms of storing the most amount information it goes height -> Normal -> bump? im asking cuz you've generated everything from the height, even the normal
It can depend. If you are working with displacement shader, you want the height and normal to not be the exact same. I use height for large shape and from and more high frequency in the normal. However, in this case I am creating geometry with the tessellation shader, so I can create all data from Height.
maaan thank you so much
You are most welcome!
How did you get 3D integrated into the CC desktop app? All I see is fonts and other adobe stuff..
It should be under the Stock and Marketplace, but you will need to have a subscription for Substance 3D Collection which includes the 3D Assets. If you don't subscribe to the full Substance collection with 3D Assets, then check out this link to our community assets site, where all content is free.
substance3d.adobe.com/community-assets
This is a great resource and doesn't require you to subscribe to substance 3D.
@@wes.mcdermott So, Adobe revoked the existing convenient integration we used to have since it became the Substance 3D Texturing plan? I don't mean to detract from your video, it's excellent, but that's really lame of Adobe; It seems like they're deliberately complicating something that should be straightforward to steer people to higher plans...
@@Heliostat No worries and happy to discuss. I made a mistake in my reply : )
We have 2 subscriptions. The Texturing Bundle and the 3D Collection. Both have access to the 3D Assets. I was wrong by stating it was only part of the collection. The texturing bundle is what we had before joining adobe. Very sorry for my confusion.
The difference is that with the Texture Collection (Painter, Designer, Sampler) you get 30 assets per month and the Collection (Painter, Designer, Sampler, Modeler, Stager, Cloud Storage) you get 50 assets per month.
@@wes.mcdermott it’s all good! I found out it’s an on going issue with CC desktop for some users anyway- even if you have the higher packages. Thanks for your advice and thanks again for the video, it’s helped me improve my workflow for a game I’m working on :) sorry for the saltiness, I assumed the worst of Adobe and I was wrong this time.
No worries at all : ) I am so glad you liked the video.
What gpu are you using? Hello from Philippines
Hello! I am using a 3080 TI Nivida. I also use 2080 RTX
Tell me this will work in unity as well?
I am sorry but I am not sure. This was designed to be used with Nanite in UE. I am not sure if Unity has an equivalent feature.
best
Is it me or does Quixel and their entire scanned ground meshes just die at the feet of this workflow...dont get me wrong nothing beats drag and drop but this level of customizsation is wild,and you have all the materials in the world to blend and mix and match...looking at the views on this amount of people missing out on great information is sad..anywho,great tutorial,going on a binge of all your previous work
You sound like ezreal
Hopefully that's not bad :) Not sure who Ezreal is.
@@wes.mcdermott good thing! professional voice actor! also just realized you are the person who did all the official adobe stuff too. thanks so much for your work there and here.
5 mega triangless without LODs!!! I think this is wery bad idea!
Haha yeah ; ) But it’s designed to be used with Nanite only.
Thought you were going to make an actual environmental material instead of downloading it right away
I see your point : ) I would use Substance Designer to create a material from scratch. THis is a good idea for another tutorial.
In this video, I was more focused on blending and mixing materials to produce a material that is seamless. Definitely will look into a Designer tutorial for materials from scratch for future content.
hey , dude i watched your video , i learned alot about substance and it was fine , but as you are doing it for games , there is a way easier way toachive the exact same detailed maps inside your game engine. just using terrains , in this way you have a very better way to apply hights to your 4x4 plane , not just bringing it to zero on the edges that may make the repeating tiles visible, i use unity and i just make a terrain with neighbors active , and just use allow hight blending with material , then i bring the textureand paint like masks with several paint layer, just same calclulation , all in game engine
Thanks! Glad you liked the video. Also, great point with terrains in-engine. Definitely a great way to go. Just showcasing an option here with Substance, but overall terrains and material blending are the way to go. I also will use terrains in UE with Substance materials for height blending.
i really think that you will hit performance issues with this , dont you ? like reusing this 500 times ? that gonna eat alot of memory budget right?
It depends on where you are using the mesh. For Unreal Engine 5 with Nanite, it's not an issue at all.
@@wes.mcdermott i use unity and there is no concept like nanite as far as i could search, indirect gpu instancing of a single trim sheet and same mesh (prefab) works for me , but again there must be something like nanite in unity, thats just unfair if you could use any mesh in high details in UE without thinking about performance 😂 , why i used unity for my game :D