Cracks | Substance Designer Pattern Fundamentals

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  • เผยแพร่เมื่อ 7 ม.ค. 2025

ความคิดเห็น • 37

  • @belalnajiyulalh5832
    @belalnajiyulalh5832 3 ปีที่แล้ว +6

    Really loved this video, there are a lot of good tutors on youtube regarding substance designer but you explain your node choices and the differences between alternatives which can be a great help for people starting out.

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว +1

      Thanks Belal! I am happy to be able to help, I appreciate you leaving such a nice comment too. :)

    • @belalnajiyulalh5832
      @belalnajiyulalh5832 3 ปีที่แล้ว

      @@GetLearnt I know you are busy but when ever you feel like it could you consider making a video regarding best practices to use the substances we make in designer and some tips on how to avoid tiling issues for example and applying them to the UVs of the game assets, this road texture you taught us to make, how do we use it if for there is an intersection etc.
      If you ever feel like it that is :p

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว +1

      @@belalnajiyulalh5832 Those are great points! With some of my larger projects I am hoping to incorporate some of those considerations because I will have the time to talk about them. For the smaller one-off tutorials, not as much time sadly. But, I will definitely be creating content like what you are looking for, thank you for the feedback! :)

    • @belalnajiyulalh5832
      @belalnajiyulalh5832 3 ปีที่แล้ว

      @@GetLearnt

  • @eobiri
    @eobiri 3 ปีที่แล้ว

    This is one tutorial that gives an in-depth explanation of most of the important Nodes in Designer! Thank you so much for all the great explanations!

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว +1

      Happy to help, thank you for checking it out! Make sure to stay tuned, I'm hoping to release a new episode of these fundamentals each month. :)

    • @eobiri
      @eobiri 3 ปีที่แล้ว

      @@GetLearnt Thank you!

  • @Soulsphere001
    @Soulsphere001 ปีที่แล้ว +1

    Some times smaller cracks do appear to line up through a larger crack, too, though it's hard to say if those two cracks were originally were the same crack before a crack formed between them. Another thing I've noticed is that cracks sometimes just stop, not cracking all the way through to a larger crack, though I'm talking more about cracks in dirt in this case. That's harder to create, I'd think.
    EDIT: Also, I like that negative bevel trick for widening cracks. Thank you for that and this tutorial in general. Also, I've been thinking about making a stone wall, so this should really help me out with that.

  • @pawpotsRS
    @pawpotsRS 3 ปีที่แล้ว

    thank you for showing the technique of one of the important aspect of texture creation, release the Cracks-ken

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว +1

      Haha, and thank YOU for blessing me with such a nasty pun! 😂 Thanks for checking out the video.

    • @pawpotsRS
      @pawpotsRS 3 ปีที่แล้ว

      @@GetLearnt glad you like the silly jokes hahaha thanks man!

  • @2PACBRB2014
    @2PACBRB2014 2 ปีที่แล้ว

    how can I change the color of the cracks? Ive been trying for many hours to figure it out

    • @GetLearnt
      @GetLearnt  2 ปีที่แล้ว

      Something you could do is use the Height map you've created and invert it to use as a mask. With that mask you could then plug it in to your Base Colour stream and use any colour you by using a Uniform Colour node. :)

  • @SkSafowan
    @SkSafowan 3 ปีที่แล้ว

    man you deserve more sub

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว

      Thanks man! I'm just happy people enjoy what I'm putting out. :)

  • @noahdelviso3231
    @noahdelviso3231 3 ปีที่แล้ว

    Thank you for your free content and knowledge, really :)

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว

      It's my pleasure! Happy to help, thanks for watching. :)

  • @familiewappler
    @familiewappler 3 ปีที่แล้ว

    THX for this great Tutorial.

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว

      Thanks for checking it out, Michael! Pleasure to help you out. :)

  • @Tvtig
    @Tvtig 3 ปีที่แล้ว

    Great tutorial - thanks for sharing.

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว +1

      My pleasure, thanks for checking it out. :)

  • @Totorus
    @Totorus 3 ปีที่แล้ว

    Great tutorial, thanks for sharing!!!

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว +2

      Thanks for watching! I'm hoping to do a new pattern every month! :)

    • @Totorus
      @Totorus 3 ปีที่แล้ว +1

      @@GetLearnt That could be great!!!

  • @charlesbooth3176
    @charlesbooth3176 3 ปีที่แล้ว

    Thank you for producing these videos. I have learned a lot watching these. If I wanted to take this graph a step further, using the flood fill to gradient node to try and add some variation in the sloping angles (like over time the cracked pieces have also started to slope away from each other)--where is the appropriate place in the graph to do this? I always get weird results when trying to pull off an effect like that with designer and also using the bevel node. I get mixed up and I am not sure where on the graph to implement flood fill to gradient while getting good/predictable results. It seems like the bevel node really just wants a simple white and black input...

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว

      Hey thanks, I'm happy these have been helpful! That is a great question and a pretty complicated answer, as it always gets tricky when using the Bevel and Flood Fill nodes!
      What you could do is right after you have added your Slope Blur node, pull a Flood Fill and Flood Fill to Gradient chain off to the side. After the FF to Gradient, add a Distance node. In the "Mask Input" socket, plug in the Slope Blur node and in the "Source Input" socket, plug in the FF to Gradient. This will allow you to essentially extend the pixel values outwards towards the cracks as well so they will be covered in the sloping.
      On your main chain after the Slope Blur, continue with the Bevel node. After the Bevel, add a Blend node and plug the Bevel into the "Background" socket, with the Distance node as the "Foreground" socket. Using the Multiply blending mode should do the trick for you, and then you would be able to continue on with the material however you'd like! :)

    • @charlesbooth3176
      @charlesbooth3176 3 ปีที่แล้ว

      @@GetLearnt Wow. Thank you so much for this detailed response! The distance node was the missing ingredient I didn't know I needed!

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว

      @@charlesbooth3176 No prob, happy to help! I personally don't use the Distance node ever but after this I think I might start! :)

  • @YeseulKimsound
    @YeseulKimsound 3 ปีที่แล้ว

    thankyou so much. I know thanks doesn't mean alot, but Thanks! I recommend my Bos to watch your video aswell. Please keep making video ^^ Love from us! XOXO

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว +1

      Thanks is more than a lot! I really appreciate you watching the video, and taking the time to leave such a genuine comment. I hope my other videos are just as beneficial to you. I plan on continuing with this series, and just making stuff in general, so stay tuned! 🤗❤

  • @neoviva
    @neoviva 3 ปีที่แล้ว

    long time no see

    • @GetLearnt
      @GetLearnt  3 ปีที่แล้ว

      Now back to hibernation for me! 😂

  • @mobamenace3591
    @mobamenace3591 ปีที่แล้ว

    Cracking video 😅😂

    • @GetLearnt
      @GetLearnt  ปีที่แล้ว +1

      LOL I'll get you to write my videos for me. 😂

    • @mobamenace3591
      @mobamenace3591 ปีที่แล้ว

      Sure😂😂