Great thanks to this video maker. Finally I'v learnt that rocks can be blent out with Cell and Polygon nodes, instead of Slope blurring a f*ing paraboloid.
Overall it's super cool, I have one thought. How would one make it so that a grass straw can overlap a rock at it's peak and at the same time make it impossible for the base to "grow" out of a rock?
You're going to make a specific pipeline for the overlapping grass involving masks. Once you get to the height map and normal map make sure that that values are close to an absolute 1 for the grass so it appears to rise higher than the rest of the material. You can add multiple inputs to the tile sampler shown in the video to change the shapes and add variety to your material.
Awesome material, as always! I was wondering if you could make a video on how to make a turntable render, like the ones you show at the end of every video.
You would need to set it up in Designer first before importing into painter. After that you can import as a material( not necessarily a smart material) . You can set up in designer what parameters you want to expose for the material.
Yes there is, you can export the textures and set up a material in unreal with them. I think there may be a way to export the material directly with a plugin, but I haven't tried that.
Special thanks to Bernard Trudel, Axel Gaudin, Kamesh Manigeetha for joining the Patreon group recently!
To join : www.patreon.com/3dEx
3dEx You're tutorials are so worth it, I should the one thanking you!
I am patreon and I cant find this tutorial on your page !! Check it out bro
@@3dnovarider819 Hi, sadly this particular one is not available there or anywhere. Sorry about that.
YES! been waiting on this tutorial!
Great thanks to this video maker. Finally I'v learnt that rocks can be blent out with Cell and Polygon nodes, instead of Slope blurring a f*ing paraboloid.
Ты вдохновляешь меня на работу.На создание и творение чего-то нового.
Огромное тебе спасибо,братишка.Теперь я знаю,на какой пусть встать.
Потрясающие! Спасибо!
Great tutorial, excellent results!
Music sounds like budget Mario Kart OST.
AndyxbecK haha I was gonna say the same thing about the music :P
@@creativecorner2071 The music is from Dragon ball Advance Adventure on GBA
Dude it looks amazing !
Wow, just wow! Thanks!
Thank you!
beautiful! thanks brother!!
Is love to see your take on a stylized haystack
Overall it's super cool, I have one thought. How would one make it so that a grass straw can overlap a rock at it's peak and at the same time make it impossible for the base to "grow" out of a rock?
I'm curious about this myself.
You're going to make a specific pipeline for the overlapping grass involving masks. Once you get to the height map and normal map make sure that that values are close to an absolute 1 for the grass so it appears to rise higher than the rest of the material. You can add multiple inputs to the tile sampler shown in the video to change the shapes and add variety to your material.
Нереально круто ! Спасибо :)
That's SUPER COOL! Thank you!
Awesome material, as always! I was wondering if you could make a video on how to make a turntable render, like the ones you show at the end of every video.
I have plans to make a video like that in the future.
Is this material able to be used in Substance Painter as an smart material?
You would need to set it up in Designer first before importing into painter. After that you can import as a material( not necessarily a smart material) . You can set up in designer what parameters you want to expose for the material.
This is amazing! Is there any way to export this material and use inside of ue4 or unity?
Yes there is, you can export the textures and set up a material in unreal with them. I think there may be a way to export the material directly with a plugin, but I haven't tried that.
@@3dextrude thanks!
how did you get to make the texture to rotate like that do you have this tutorial on the patron page ?
You mean the render? That's a marmoset toolbag render. There is no tutorial at the time.
@@3dextrude I mean how you have the texture rotate animated with that style ?
Is there a step-by-step version of this tutorial?
Sadly there isn't
@@3dextrude This saddens me. I'll rewatch this one 999,999 more times then. This was awesome!
can i get the song name plz?
yes pls
Thank you for your tutorial.
When are you gonna have Alex from PsychedSubstance??
Hello, just subscribed on your patreon, but can't find this full tutorial on it. Did it be available on your patreon page ?
Hi, I am very sorry, but this particular video is not available on Patreon. Again I am very sorry about that
I learned a lot :) I think you could have increased the sample count on the waveform
Thank you!
Can u help me .How can i get the software . Is it usable for free? Or any link?
Here's a link: www.allegorithmic.com/buy/download
You can try it for 30 days, but then you have to pay.
Are these substances along with the ones in your patreon page procedural?
They are fully made in Substance
3dEx but are they tileable? Sorry, I’m new to substance and don’t really know if materials are always tileable, that’s why I’m asking
Yeah they are tileable, that's one of the main points to using Designer.
3dEx thanks for the quick response, and sorry if it was a very obvious question! (: I’m interested in becoming a patreon so I can learn more.
No problem at all, asking questions is how you learn.
Nice!
Damn, wasn't expecting that to be procedural
he's pressing tab to open up the node menu
Круто!
The thumbnail looks like a giant mound of spaghetti and meatballs.
Haha, maybe that should be my next piece.
my brain is sore now
Haha
The thumbnail pic looks like spaghetti... hahaha
Change the colors a little bit and you got spaghetti 😃
Where, the hell, you get this awfull sounds?
:(
It's 2019 guys can we stop with this "stylised" texture crap, especially using PBR on it too..a waste of time
Your birth was a waste of time :D
@@infernodestroy4946 Not too far off your purpose in life then is it. Stupid prick.
@@infernodestroy4946 Go paint some cartoons you unhappy unskilled CG reject.