Substance Designer for Zbrush-like Sculpts? - It is possible!

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  • เผยแพร่เมื่อ 30 ก.ย. 2024
  • In this video I'm going to explain how I go about creating the sort of tapered cracks you would expect to see in stylised Zbrush sculpts.
    Link To Graph:
    drive.google.c...
    www.artstation...

ความคิดเห็น • 43

  • @Substance3D
    @Substance3D 3 หลายเดือนก่อน +8

    Hi @JohnnyHalcyon3D! Your tutorial is a fantastic resource for the 3D community, and we've added it to a playlist on our channel so others can learn from you. Keep up the great work!

    • @jayantbhatt007
      @jayantbhatt007 3 หลายเดือนก่อน +1

      Please hire him :D so we could see wonderful tutorials

  • @kassondrakrahn
    @kassondrakrahn 7 หลายเดือนก่อน +1

    oh hi friend. i was looking up a tutorial for this and boom after a few second was like JOHNNY HI

  • @prozotyke947
    @prozotyke947 5 หลายเดือนก่อน +1

    youuu are a gemmmmmmmmmmm this is so muchhh helpfulll thank youuu

  • @ChaviAllen
    @ChaviAllen 7 วันที่ผ่านมา

    I'm currently a student studying Animation and Game Art, and I have an environment scene coming up for my midterm. Your videos have been indispensable to my start in learning Substance Designer! Hopefully I can make something cool. Thank you so much for these tutorials and demos!

  • @conner101howard
    @conner101howard ปีที่แล้ว +2

    For the engagement

  • @tanayparab4980
    @tanayparab4980 ปีที่แล้ว +6

    The tapering detail actually makes it so much more better! Pretty neat technique!

  • @MaxPuliero
    @MaxPuliero ปีที่แล้ว +1

    thanks!

  • @EthanFilms
    @EthanFilms ปีที่แล้ว +2

    10th view, 5th thumbs up. Great video!

  • @hansonwang8733
    @hansonwang8733 ปีที่แล้ว +5

    it's always inspiring to listening to you Johnny! amazing tutorial!

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  ปีที่แล้ว

      Thanks dude, you and your group were really wonderful to instruct - glad everyone's killing it

  • @Braytonks3D
    @Braytonks3D ปีที่แล้ว +2

    Thanks for sharing Johnny :)

  • @ezgiyurekli9397
    @ezgiyurekli9397 ปีที่แล้ว +2

    Thank you so much for sharing your tips ^^

  • @Soulsphere001
    @Soulsphere001 ปีที่แล้ว +1

    I wonder if this is similar to the technique people use to make veins and other cracks that just end at some point. I have found it difficult to create a vein-like or crack-like map that has end points in it that look good. Though I suppose another possibility is to create a few crack shapes and throw them into a Tile Generator/Sampler, but then the shapes would appear much more separate. Maybe that's not a bad idea for a video, since I think I've only seen one video with someone doing that and I can't find it anymore. They were creating a cracked dirt ground, but that's all I recall.

  • @-PhilGibson
    @-PhilGibson ปีที่แล้ว +1

    i like how in-depth you go when explaining the nodes, modes, diff ways of approaching the same result etc etc. have you created any paid courses where you go in-depth on everything(and i mean everything[patterns, noises, filters, generators etc as well as map order creation, best map{normal, ao, etc} results], all that jazz)? i want to properly learn designer but am struggling to find courses where they actually know what theyre talking about.

  • @weegson
    @weegson ปีที่แล้ว +3

    This is sick! I love your work and thanks for taking the time to make the tutorial. Hope to see more 😉

  • @SDB_Dev
    @SDB_Dev ปีที่แล้ว +3

    Great video! I always found it really hard to nail Stylized Cracks. I usually ended up drifting into realistic territory when I tried adding more details to my cracks. These look really clean.

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  ปีที่แล้ว +1

      Appreciate it! Yup my experience is generally that people working towards "Stylized Stuff" wind up with that issue for sure (So much for sylized stuff being easier!) Alot of the time it's a combination of careful observation of your reference and then knowing some cool tricks like these.I find Photoreal stuff to be a little more forgiving since you can throw noise at it more readily (in general)

  • @jonataswilliam5354
    @jonataswilliam5354 ปีที่แล้ว +1

    Thanks for sharing your knowledge. Your videos teach me a lot, and bring a solid foundation to continue studying!!

  • @goober7535
    @goober7535 4 หลายเดือนก่อน

    if you're gonna post stuff and tell yourself you're helping people you could really work on taking the time to explain what you're doing

  • @satyakimandal6572
    @satyakimandal6572 ปีที่แล้ว +3

    Please continue with the tutorials! These are really really helpful!

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  ปีที่แล้ว

      appreciate it - uploading one right now!

    • @satyakimandal6572
      @satyakimandal6572 ปีที่แล้ว

      @@JohnnyHalcyon3D Haha already started viewing that :D

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  ปีที่แล้ว

      @@satyakimandal6572 LET'S GO

  • @nashonightmare
    @nashonightmare 10 หลายเดือนก่อน +3

    Very helpful tutorial. I really liked how you used Auto levels with the Bevel node.

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  10 หลายเดือนก่อน +1

      Working while knowing 100% you're using normalized values is usually really good!

    • @nashonightmare
      @nashonightmare 10 หลายเดือนก่อน

      @@JohnnyHalcyon3D Thanks for the tip buddy

  • @goobda_
    @goobda_ ปีที่แล้ว +1

    Thanks for this. Do you think material art has a good future? Or the opportunities will keep declining in the coming years?

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  ปีที่แล้ว +2

      I don't get the impression they are declining at all! I know people really struggle to find good material people. I'm not as confident in AI in this area and I also feel like there will always be people/industries/companies/styles that value these being human-built!

    • @goobda_
      @goobda_ ปีที่แล้ว

      @@JohnnyHalcyon3D Thank you for the insight! Much appreciated!

    • @TheHighFlys
      @TheHighFlys ปีที่แล้ว

      @@JohnnyHalcyon3D I feel it's more of do we need complicated materials that substance offers when you can do proper material layering and extremely highly dense poly meshes within Unreal Engine 5's nanite, only area I see it being helpful is proceduralism which you can just make things modular or live booleaned in ZBrush

    • @harrysanders818
      @harrysanders818 10 หลายเดือนก่อน

      @@TheHighFlys Unreal 5.4 will re introduce Material Based Displacement. Sure bet this will be HUGE for Substance Designer use in conjunction with Nanite, as it enables you to keep your games package size low by simply bypassing importing all this hard coded ZBrush multi mio poly sculptures, and, instead be able to generate Nanite Tesselation procedurally for all things Environment related, like Trim Sheets and Tiling Textures, even to be used on Landscape.

  • @junyaleng2165
    @junyaleng2165 ปีที่แล้ว

    Really nice technique,thanks!

  • @stofftieranimation2107
    @stofftieranimation2107 ปีที่แล้ว

    13:23 by trying ti get in the bevel the distance down to zero ther still remains some white tiles. Some solution to this? And in my tile gen the black gabs goes smaller by scaling up instate of scaling down

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  ปีที่แล้ว

      I'm not sure I understand what you mean

  • @Viterkim
    @Viterkim ปีที่แล้ว

    Whats the easiest way to shift the cracks around per tile so it doesn't look like a big pattern?
    And an easy way to not have as many cracks randomly, just multiply some blurry big clouds noise or something over the entire thing?

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  ปีที่แล้ว

      I do this in my video on crack seperation locates here:th-cam.com/video/FhMVE9aTNH8/w-d-xo.html - As for not having as many cracks, I would just multiple over a flood-fill to random greyscale that you level to get either white or black

    • @Viterkim
      @Viterkim ปีที่แล้ว +1

      @@JohnnyHalcyon3D You're the best. Great content man, thank you a lot.
      Could you do a video on specific things like coloring and "correct" roughness values? Currently i feel like it's a complete guessing game.
      It's like, most tutorials are all about the early steps and building up 1 great heightmap, but then getting that heightmap into color and roughness is very tricky :D

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  ปีที่แล้ว

      @@Viterkim Yup I can do some small one on those specifically but my plan is to also to also make some much longer full material videos' that will be for sale/on my patreon - I imagine parts of those will also make it to YT

  • @mortred.lvl565
    @mortred.lvl565 11 หลายเดือนก่อน

    Awesome! :D