Possibly the best tutorial I've seen for artists who have already dipped their toes into the workflow, but want to learn how to make the most use out of SP's tools. Thank you so much! I'm going to watch all of your other videos now :D
Straight to the point. Excellent job Brent. You are tempting me to learn SD/SP workflow. As a Mari user, it feels like a breeze, there is no need to wrestle with the texturing process!
Great tuto! 2 feedbacks: - For the horizontal stripes, you can do it with a tile sampler, which should be less expensive than using a floodfill - the non-uniform warp node is quite new: it allows you to warp an input, with the ability to both control strength and direction. keep it up!
Hey Vincent! Thanks for the advice! I will for sure check out non-uniform warp. Sounds like the node I've been looking for. haha I'll try using a tile sampler next time, I tend to work straight forward and not think about what is best to use. I should start doing that more!
@@BrentLeBlancCG glad to read this : I made some times ago, and we integrated it recently (and improved it thanks to the help of my colleague Nicolas Wirrmann)
this helped out a lot! My next project will be creating a mars landscape and I was wondering if I could incorporate SD & SP when I create my martian rocks. Nice work Brent! Glad you're back!
Brent - this video is incredibly helpful. I would definitely like to see more from you on this particular series/workflow. Question - you reference other artists that are exceptional in Designer - do you have any specific recommendations? I am trying to learn procedural texturing for natural rocks/cliffs/ground. Thanks man! Keep up the amazing work.
Thanks for the feedback Jun! One of the reasons I speed up these videos is to fill deadspace. If I didn't cut out those parts of the video these videos would run 3 to 4 hours long. It's just not practical to show these in real time, but I hope you learn something from them! Thanks for watching. Cheers!
I miss one thing. How you use one filter "Rock_Filter" to the big shape and "Strata"? I dont see Big shape in this filter and how its work (show big shape and dont show strata) at start, and then the same filter dont show big shape and show strata? :? :o
unfortunately this video is outdated, flood fill and multi warp have changed you will not do lines or scratches the same way, you won't achieve same result by following this tutorial, would be best if you included sbs, if that is possible
Hey man great tutorial! But im just curious what kind of mesh you imported in substance designer: is it the high poly mesh or low poly mesh - if low poly mesh; did you have to bake any maps to achieve those smooth edges or can you please explain the mesh used for this texturing process.
For doing bakes, you always want to do a high to low bake. To get better quality ao, curvature etc. The mesh I used was not an overly tessellated mesh. Just enough to get all the shapes.
Hello~ I have a question about the curvature smooth. I'm learning Substance designer with your tutorial ( I'm ambitious! ) and I'm struggling to understand to which output you connect the Curvature Smooth? Is that a height? Thank you so much for the tutorial anyway! I saw you worked on Rio for some cliff texturing ( they are great! ) I'm trying to do a ravine for me Reel and I'm glad you did this! See you!
For this one, I didn't actually end up using the curvature smooth. I have that plugged into curvature output, but for this tutorial I deleted all the output channel nodes and just made 1 final output that makes the filter for painter.
@@BrentLeBlancCG Oh I get it. I thought because there were no "curvature" in the 3D view that we couldn't choose the usage. Just find out the curvature is a baked output and that we can name the utilities in the output. Ok yes I guessed at the end of the designer tutorial that you weren't using the output of the beginning. I'm still glad I understand what was bugging me. Thank you :)
I dont get it, what in your setup there. Curvature Map? I never use that before. Sry. Can you tell what setup you use or what the output-s in there? i m confused. :C
Thanks Archit! I'm creating that art board with an app called 'PureRef' it's free to download and use, but I recommend throwing a tip in thier jar if you love it!
@@DarkNessBear I apologize if this one wasn't helpful for you. When you are starting out it can be a frustrating journey. It's not particularly my style to make a per button click per dial flick to achieve a carbon copy. My goal with my videos is to show process and approach. I think this is much more valuable for you as a working artist. Our job is not to know software, it's to be a problem solver. If you want to learn how to use the software I would recommend checking out the videos on the main Substance TH-cam. It's a great resource, they can explain that better than anyone. What I try to teach is possible approaches to solving your problems. Sometimes before using software its hard to know what are possible outcomes from using it. I hope some of the other videos in my library can help, but if not there is a lot of knowledge out there. Advice though, if you want to be a working artist. Attitude is likely your most valued asset as an employee and the industry is crazy small. It's best to keep it positive and constructive. Best of luck
Possibly the best tutorial I've seen for artists who have already dipped their toes into the workflow, but want to learn how to make the most use out of SP's tools. Thank you so much! I'm going to watch all of your other videos now :D
Thanks Rafael! I hope you find the rest just as useful. I'm working on another tutorial right now. :D
Man, you are so professional. Here is difference between pro and the beginner. You are using those tools consciously, not randomly.
Thanks brother!
this is just an amazing lesson, shoot more like this, it's very informative, it's hard to immediately remember all your methods, but I try
Awesome workflow demo! Just a few times to fast. But it is always a treat to see someone work a system this fluent.
Welcome back Brent! New video is super tight and fantastic, totally worth the wait!
Thank you! I'm glad you find it useful :D
Straight to the point. Excellent job Brent.
You are tempting me to learn SD/SP workflow.
As a Mari user, it feels like a breeze, there is no need to wrestle with the texturing process!
Hey Matin, I'm glad you are liking SD/SP Workflow. Mari is super good aswell, just a very different way of thinking. Cheers!
Great tuto! 2 feedbacks:
- For the horizontal stripes, you can do it with a tile sampler, which should be less expensive than using a floodfill
- the non-uniform warp node is quite new: it allows you to warp an input, with the ability to both control strength and direction.
keep it up!
Hey Vincent!
Thanks for the advice! I will for sure check out non-uniform warp. Sounds like the node I've been looking for. haha
I'll try using a tile sampler next time, I tend to work straight forward and not think about what is best to use. I should start doing that more!
@@BrentLeBlancCG glad to read this : I made some times ago, and we integrated it recently (and improved it thanks to the help of my colleague Nicolas Wirrmann)
*I made it
this helped out a lot! My next project will be creating a mars landscape and I was wondering if I could incorporate SD & SP when I create my martian rocks. Nice work Brent! Glad you're back!
Hey Benji, that sounds like a perfect fit for your martian rocks. Glad to have you onboard!
Would love to see more tutorials like this! Keep up the thorough and amazing work :)!
Will do! ;D
This is such a high quality tutorial. Thank You Mate!
would be curious to see more of a coastal slate/granite cliff texturing
AWESOME WORK SIR
Welcome Back Man ! Thanks for the tutorial.
Thanks Prashant!
Thanks for sharing this workflow! Great work
Thank you Daniel!
Brent - this video is incredibly helpful. I would definitely like to see more from you on this particular series/workflow. Question - you reference other artists that are exceptional in Designer - do you have any specific recommendations? I am trying to learn procedural texturing for natural rocks/cliffs/ground. Thanks man! Keep up the amazing work.
Daniel Tiger, Jonathan Benainous, Nikola Damjanov and Eric Wiley are a few great artists for using Designer.
new vid from my favourite youtuber
Haha, Thank you MainDoodler!
Very practical tutorial, it will be more perfect if the video is not accelerated
Thanks for the feedback Jun! One of the reasons I speed up these videos is to fill deadspace. If I didn't cut out those parts of the video these videos would run 3 to 4 hours long. It's just not practical to show these in real time, but I hope you learn something from them! Thanks for watching. Cheers!
@@BrentLeBlancCG I have learned a lot from your tutorial, thank you very much! If you can use your smart shader ball for free, it's perfect. Haha
Nice tutoria ,but so chaotic
Great as always!! Thank you for sharing all this!
Thanks for watching!
This is awesome, man! Thank you!
Thanks for watching Mariana!
wow this is amazing
its like see a god creating a world
Incredible knowledge bomb!
Thank you Mr. Mountain! :D
you are all-round warrior
Thank you :D
I miss one thing. How you use one filter "Rock_Filter" to the big shape and "Strata"? I dont see Big shape in this filter and how its work (show big shape and dont show strata) at start, and then the same filter dont show big shape and show strata? :? :o
unfortunately this video is outdated, flood fill and multi warp have changed you will not do lines or scratches the same way, you won't achieve same result by following this tutorial, would be best if you included sbs, if that is possible
I mean its still a unique and great tut
Nice!
Thanks Dave!
Superb
Thanks Pratik!
Hey man great tutorial! But im just curious what kind of mesh you imported in substance designer: is it the high poly mesh or low poly mesh - if low poly mesh; did you have to bake any maps to achieve those smooth edges or can you please explain the mesh used for this texturing process.
You mean into substance painter? or in designer?
For doing bakes, you always want to do a high to low bake. To get better quality ao, curvature etc.
The mesh I used was not an overly tessellated mesh. Just enough to get all the shapes.
by default the flood fill is different now, I'm stuck at flood fill, it does not produce the effect of randomizing stripes: 5:24
Floodfill is a little tricky to use, you have to make sure that you have a mask plugged into that has contigious islands for it to recognize,
Hello~ I have a question about the curvature smooth. I'm learning Substance designer with your tutorial ( I'm ambitious! ) and I'm struggling to understand to which output you connect the Curvature Smooth? Is that a height?
Thank you so much for the tutorial anyway! I saw you worked on Rio for some cliff texturing ( they are great! ) I'm trying to do a ravine for me Reel and I'm glad you did this!
See you!
For this one, I didn't actually end up using the curvature smooth. I have that plugged into curvature output, but for this tutorial I deleted all the output channel nodes and just made 1 final output that makes the filter for painter.
@@BrentLeBlancCG Oh I get it. I thought because there were no "curvature" in the 3D view that we couldn't choose the usage. Just find out the curvature is a baked output and that we can name the utilities in the output.
Ok yes I guessed at the end of the designer tutorial that you weren't using the output of the beginning. I'm still glad I understand what was bugging me. Thank you :)
I dont get it, what in your setup there. Curvature Map? I never use that before.
Sry. Can you tell what setup you use or what the output-s in there? i m confused. :C
Curvature map is one of the maps you get when you bake your mesh maps when starting your file.
awesome stuff.. how are you creating that art board, is it a different app ?
Thanks Archit! I'm creating that art board with an app called 'PureRef' it's free to download and use, but I recommend throwing a tip in thier jar if you love it!
Hi! What is the name of the art board program?
It's called PureRef, it's fantastic and free! Donate to the devs if you love it!
thats amazing tutorial, are you a teacher from tdu ?
Thanks Colini23! No I am not a teacher there, I'm just texturing a set for their lighting course.
@@BrentLeBlancCG it will be posible to have this rock, or show how you can create this rock in maya ?
God safe you 🤘
屌屌的 THX
I like the part where it is impossible to follow and you waste your day trying to. Cool stuff.
Hahah
@@BrentLeBlancCG do you have any more in-depth tutorials for stuff like this (will pay for it)? Everything fell apart when going into painter...
@@DarkNessBear I apologize if this one wasn't helpful for you. When you are starting out it can be a frustrating journey. It's not particularly my style to make a per button click per dial flick to achieve a carbon copy. My goal with my videos is to show process and approach. I think this is much more valuable for you as a working artist. Our job is not to know software, it's to be a problem solver.
If you want to learn how to use the software I would recommend checking out the videos on the main Substance TH-cam. It's a great resource, they can explain that better than anyone. What I try to teach is possible approaches to solving your problems. Sometimes before using software its hard to know what are possible outcomes from using it.
I hope some of the other videos in my library can help, but if not there is a lot of knowledge out there.
Advice though, if you want to be a working artist. Attitude is likely your most valued asset as an employee and the industry is crazy small. It's best to keep it positive and constructive.
Best of luck
im confused
Me too