Excellent video! For those struggling with the somewhat abrupt end: add a Levels after the final Directional Warp of the cement and bring down the output quite a bit. This should help level it off and prevent it from creeping into the metal inlay. I also went back to the Blend filter in the tile pattern that was used to Subtract and decreased the Opacity, lifting up the metal pyramid a little more.
Finishing these videos is always the hardest part, I just don't want to say goodbye! :D I'm happy you enjoyed the video nonetheless and for anyone still a little dissatisfied with how their material is looking by the end, I think that Adam's reworking of some nodes is definitely a great place to start!
Also, to prevent the tiles from creeping into the metal trim: Go to the "Edge Damage Filter" group and decrease the intensity of the final "Slope Blur Grayscale" down to about 0.05
I used a blend node, put the edge detect from the cross section mask into the foreground, the directional warp from the cement in the background and set the blend to subtract. seemed to work for me
Hey man, Great tutorial you have here, thank you for your time and expertise. Just a few heads up for the other beginners out there like myself; concerning 48:43 1) Remember that the Flood Fill node only works when using the Direct3D engine. 2) I could not attach the "Flood fill to random color" node to the Directional Warp node as shown, and for the same reason as described at 53:45 ; instead, I used a "Grayscale Conversion" node between the random color and warp node. 3) This one is more dependent on the amount of tiling you are using, but if you are creating a material that is tiled 2x2 and are using thin smooth edges, then you may need to switch the Safety/Speed trade-off parameter under the flood fill node to "Simple or small shapes"; doing this gave me a better hues in the resulting map.
Good tutorial, excellent pacing with your instructions. As a brand new user with less than 5 hours in, I find that some 'beginner' tutorials move way to quickly and don't explain things as well so I end up needing to pause and rewind constantly. The pacing here was spot on.
Just finished this. You make really great tutorials. It sounds like one of paid professional ones + jokes which makes it even better. I'm so glad I found your channel.
That made my day man! I'm so happy you like my jokes, I always think I sound so dumb but I leave them in nonetheless. :D Hope to hear from you in future tutorials!
They break a serious tone of a video, keeping it more entertaining :D Also, I am very thankfull for the timestamps in the description. I fucked up mtile remover part and I didn't have to search for it in the video. Just one click and I'm there. I am impressed with quality of your videos.
TH-cam tutorials tend to worry me due to how often the quality of the video / microphone recording is horrible, as well as poor explanations and skipping of important points. Great job for breaking the trend with a fantastic tutorial.
First time I used Substance Designer and your tutorial is the first thing I did - Thank you for a really great tutorial - I'm so pleased with the end result and I feel really excited to explore this package further. Thank you.
Hey Paul, that makes me super stoked to hear! It is a great bit of software with some pretty crazy capability. I'm happy that I've also made it a little less intimidating to get into as well! Thanks for watching and I'm always happy to answer questions if you have them. :)
Thank you SOOOO much for putting these together and for taking your time to explain each step so well. There's no way in hell I would have figured out how to build a graph to create this realistic and complex of a material on my own. Even amongst the paid-learning sites, your tutorials are the best hands-down. Please keep up the good work in helping us learn this amazing piece of software.
Warning for people who still use previous versions of Substance Designer (e.g. 5.6.2), there are some nodes and parameters that you are unable to use shown in this tutorial since it's using Substance Designer 2018 (e.g. Swirl, Flood Fill, manipulating the "Edge Width" parameters on the "Cells 2" node etc). So, you'll have to come up with some creative ways to replicate the desired effects along the way - it's still a very useful tutorial and highly recommend following it through.
Hey Charlie, it makes me so happy to hear you like them so much! :D I would LOVE to be able to post more than two materials a month, the biggest problem comes from how long it takes to produce a single video. It takes me a good portion of about two weeks to make it, while also juggling a 25-hour/week job. That's why we see a new video about twice a month. However, I am trying to throw in some more smaller videos in between to have more stuff coming out while I am still out of school for the summer and I can! Once the Fall comes in, the number of videos a month might even drop down to one for a while. :( But, I hope to make that one video a month top-quality!
I tossed a donation your way. I'm looking to be an environment artist and resources like you are invaluable for pushing me and inspiring me. Great job man
Wow, thank you a TON for the donation! I really appreciate it. As a patron, you actually get my personal Substance materials, as well as access to material packs that I create from time to time. You'll be able to see the graphs that I create before I record, which have a little bit more goodies and in-graph documentation for you to look at. As well, if you ever have materials that you would want to look at creating for your environments, never hesitate to let me know! :)
you deserve so much more love and views for all your great work. seriously great tutorials and great effort. one of the best TH-camrs here for substance!
I'm honoured you think so! I think I get enough love, and the right people see it. Thank you for watching, and I hope you're able to learn alongside me friend! :D
Yoooo your channel is producing some quality content. I really hope the more of the substance community comes across your videos. Thanks a lot once again!
You're too kind, friend! I'm glad you like what I'm putting out, sometimes it's hard for me to gauge whether my tutorials are going to actually be helpful or not, so that is well needed feedback! It'd be super cool if more of the Substance community stumbled across me, but I am also stoked to have the community that I do. You guys and gals are awesome, so thank you too! :D
Another great tutorial. I imagine these videos take quite a while to put together, still I hope to see more in the future (so many tutorials while impressive are mostly time lapsed/speed modeling so it is hard to learn, but with your tutorials I feel you actually learn)
Hey, thanks! I'm stoked you're going thru more of these tutorials. They do take a bit longer but it's all worth it to me so others have good learning resources. I don't think I'll ever get into time lapses, so you won't have to worry about that! :)
Awesome video! It was my first time using substance painter so I got a bit lost in the end there but i figured it out eventually. Thank you for the awesome content, I'll be looking foreward to watch more!
Absolutely! You can take a look here: www.artstation.com/getlearnt Sometimes I post personal work, but mostly I just have some nice renders of materials from this channel. :)
Fantastic tutorial! Though I will have to say that as an absolute beginner, the tutorial felt like it ended prematurely. The clean up stage seems to be skipped, so I'm left with the metal inlays mixed up with the edge damage, height map pretty wonky, and the display model seemingly inside out as if the normals were flipped. I'll probably fix it once I learn SD a bit more, but I can't brag to my friends just yet. =(
Thanks friend! I took a look at the video again and I totally see what you are saying. It is pretty abrupt. I struggle with knowing where to truly end the videos, as I also dont want them to be much longer than an hour in length. Im trying a new format now where Height maps get their own entire video before we complete the rest of the maps to try and alleviate this. Thanks for the feedback, Im hoping we will be able to get you to a point where you can have bragging rights. :D
@46:49 the screen suddenly fades, and your material looks like it's "deeper". I noticed that my height at the end looks the same as yours up until 46:49, but after that mysterious fade, your height seems different. After that, even if I follow your steps to the end, my height result doesn't seem as deep. I'm not sure if I did something wrong, overall my result is extremely similar to yours in every way except the height just feels really flat. Thanks for the tutorial anyway, if you have any ideas, I'd love to hear them! Keep up the tutorials, they're super helpful!
At the 1:00 mark, we go to Material>Default>Edit in the 3D tab. Over in our parameters we take a look at our height scale and raise that all the way up. That should fix it for ya. :)
Yep, that worked, thanks so much :) Really appreciate your tutorials, they are insanely good!!! Btw, just an idea for you, it would be cool to see a breakdown of your thought process at the start. You do this some as you go along, and it's always super helpful, so I was thinking maybe even a bit more about this at the very beginning could help people plan for when they're building their own from scratch. For example, when you begin making a material, what different parts and section of the material do you think about and plan for, *before* you even start creating? Do you plan for certain things in advance, in order to avoid having to redo work later? It's just an idea -- I think the "meta" aspect of the thinking and planning that goes into designing your material could be useful to get some tips on. That said, maybe you don't do that, and you just kind of feel it out as you go, I dunno :D Thanks again!
I'm super happy you find them helpful! Thank you for watching. I've been looking into different ways I can expand upon and improve my videos lately, and one of the things that I've found people really like is exactly what you have suggested here. I will take a look at my own processes and see if there is a way that I can better communicate my thoughts on how I actually structure my materials. Thank you for the feedback, it helps me grow! :D
@@GetLearnt ive started learning Substance Designer one week ago in order to improve my workflow of environment creation, so seeing this tutorial really helps me!
I'm not good at English, But I want to say thank you so much. In Korea, young people say this to thankful people. Work less and earn more. 적게 일하고 많이 버세요 And gain health in inhalation and wealth in exhalation. 들숨엔 건강을 날숨엔 재력을
Even better than paid tutorials, thanks. Edit: asked this in a reply comment but in case you miss it, is the ending another video? Where do we go from the jaggy wavy height map we get in the end? IF there's another video where you go into detail with height maps can you share please?
Thanks friend, Im happy you like it so much! It means a lot. Unfortunately there isn't a video beyond this one for this material specifically. What Ive done is utilize the exposed parameters we were making in the video and just set them to off so we werent getting any cracks or jagged lines. As far as I can remember (I made this almost a year ago), there wasn't any other work I had done on this material before I rendered it out. :)
Great stuff, I've taken it further in a lot of parts mainly to add variation. I also exposed initial tiling parameters which I think linked to all the other tile generators so one slider affects the tile of the whole graph which is user friendly af. Some great tricks picked up in your video so thanks so much :)
That's awesome, and totally what you should be doing while watching these videos if you have the curiosity! Great stuff man, feel free to link us up if you have an Artstation or online portfolio. Would love to see your stuff. :)
Thanks a lot for a tutorial! But seems that I'm missing something... At 41:12 you removed Base material node, but you are still able to see material preview. How can I set preview for all nodes combined?
Weird, it looks like maybe I forgot to add the part where I show you to right click on the graph background, and select "view outputs in 3D". That'll fix the issue. :)
@@GetLearnt I managed to fix it by closing Substance Designer and opening it again Weird BTW, thanks to your tutorial, I managed to make this i.imgur.com/a96B9Pv.png
Hello guys ! First many thanks to you for these great tutorials. Secondly, i have a problem when i want to plug my height blend to Normal & Histogram Range (in 41:01) ; that doesn't work. Anybody's know why?
Thanks David! Much appreciated. :) So which part exactly is causing you issue? Plugging your Height Blend into any other node? If so, I believe that to be a bug because I sometimes get that issue as well. I've found that closing down SD and reopening fixes it most times. Unfortunately I've tried to help others with the same issue and closing and reopening doesn't seem to work for them, so this strategy seems to only be somewhat effective. Sadly if that doesn't work for you, Im unsure of any alternatives. :(
I tried reopening SD but it didn't change anything then I tried on another pc and I was able to continue the tutorial without any problem ... Anyway thanks again for these tutorials and I hope that you will continue. Hats off
@@davidsandras8409 Ya, real buggy with the Height Blend node for some reason. Thanks again friend, I'm looking forward to making some more in the future. Cheers! :)
Many thanks! One of my favorite tutors in TH-cam! Tell me please this spheres on cover with your materials, how did you unwrap it seamlessly? And may be you can make tutorial about presentation of created materials? Because your renders looks amazing! Thank you!
a hot mess.....just like me.... oh lord that hit the nail right on the head!!! fun and good tutorial thanks!! using yours as reference to my marble tile material-has different shapes!
Are you agreeing I'm a hot mess or is this you coming to terms with your own current status? 😆 And happy to help, thanks for watching! Make sure to drop a link so I can check it out if you ever post some renders! :)
@@GetLearnt both is good !!!! any artist who is not a hot mess is not an artist XD also yes will do!! just coming back to sub D after 3 months so im re re re catching up on it and making that maaaarble tile floooooor!!!
Honestly, great question. Looking back at it now, my best guess is I must've been drunk? :D I have no idea why I'd use such a convoluted node for that. I must've felt that the values were too close and using a Levels node wouldn't be able to access the values I wanted. If using a Levels node works for you, I'd recommend going for that. The Levels and the Scan node are both Histogram-based nodes, however they interact a little bit differently. :)
Thanks. Your tutorials are very helpful. The problem with other tutors is that they talk too much and they go so slow!!! Like we are using the computer for the first time!
I always found they were going too fast! Interesting you found the opposite issue. Regardless, thank you for watching and I'm super happy to help out! The mere fact you managed to type out a comment is a sheer testament to your mastery over the computerized medium. ;D
@@GetLearnt Nope! They are not too fast or too slow. I believe it's very important for a tutor to understand how to utilize the time, because people are giving their time to watch the video and it is better when they can learn a lot with just a little amount of time. 1 hour video for these kinds of materials is perfect.
Hi Ben, I sometimes have this issue but I myself haven't really been able to solve it either. Take a look at this thread here, I think there might some possible solutions. :) polycount.com/discussion/181384/materials-form-substance-designer-look-terrible-in-substance-painter
Unfortunately I'm not really too sure, my friend. :( My best recommendation would be to play around with the various maps (metallic, height, etc.) and see if anything can be done that way. The biggest problem is that it really could be anything, so that makes pinpointing an issue much harder.
There seems to be a lot of noise on the pyramids. in my results and up until the end in the tutorial. However in the screenshot at the end and the beginning you have fixed this. How did you fix it ? -- edit -- correction just screenshot ( thanks to patrons) at the end.
@@digipyro8478 Good question, and I think not something I thought about when I was making the original tutorial. In the video, I have some of the grout coming in over the pyramids in our height map, which is making that weird bumpiness. One way to fix that a little is by doing what you did and increasing the tiles so there is less resolution but that's only a circumstantial fix. We want a permanent fix, and so what I would recommend doing is finding anywhere you have isolated the ornate trim pieces as a black and white mask. I would use this to subtract from the grout we created using a Blend node BEFORE we combine it with the tiles. This way, we will never have the grout information showing up on our trim no matter how big or small we tile it. I hope that makes sense, feel free to come back and yell at me if it doesn't work as intended! :)
@@GetLearnt I managed, I've copypasted most of "Tile Pattern", left out the Histogram and Added levels to increase the darkness of the "pyramids", did this twice to hopefully get the max out of it. added invert greyscale blend it with the directional warp of the Grout and fixed it that way. Thanks for the great tutorial.
Thank you for sharing! I had a question about the node's links (the grey lines that connects the boxes). How do you make them be a line that breaks instead of the vectors lines I have by default? Does it make sense what I'm trying to say T.T
Absolutely! In your graph window, there should be a little tab up on the top with a bunch of icons. There should be an icon that is two parallel lines, connected by a vertical line. It's right beside the stopwatch icon, and if you click it you should get the more structured node connections. :D Thanks for watching, and always feel free to shoot a question my way!
I have been toying around with that one for a bit since you suggested it. I think for this type of material, I'm going to have to learn the FX node, which is a little bit of a doozy. But I'll get there, and I'll make sure I bring you a rockin' grass tut.:D
How do you make the 3d view look deeper? When I do things like add a bevel or add the little pyramid it is still almost totally flat, but your looks like a proper 3d object
Nevermind, figured it out. For those struggling with it you need to make sure the height in the 3d viewport material is set to 10, not 1 like he says (a bit of an issue if you're only listening and not watching as much, like me)
@@GetLearnt thanks you so much, this was a great learning experience! I'm in the mobile industry so I have to reply n these videos to stay upto date with current art requirements! cheers!
Thanks man! And sorry if this isn't your question, but I think you're asking how to create frames to group our nodes in? If that's the case, in the top tab of your graph editor view, there should be a little square box icon. Select the nodes you want to group and then click that guy to put everything in a nice little frame. :)
When I get to the cross-section mask part, the Histogram Shift node only appears to be picking up the corner dots, but not the tile edge lines. Any idea why/how I might fix that? Essentially what I'm seeing in the HS node is all black with the corner dots in white - tile edges are invisible regardless of what position value I use.
What does the Histogram Scan node that you're feeding into the Histogram Shift look like? It may be an issue of having your values for those tile edge lines being the same value as the rest of the texture (minus the corners).
@@GetLearnt I actually lost the work I had done due to not saving properly, had to start over and it seems to have worked this time! Not sure what I missed first time around but looks to be fixed now 😀
@@GetLearnt Indeed lol. Just finished now, got a nice tile floor. One thing I was wondering - if I wanted to have the tiles be a different pair of colours (for example, red and yellow instead of white and black), how would I do that? Leaving the marbling pattern in place, of course.
@@seanayres5 You'd likely have to re-jig a couple things, however since we are getting our colours for the checkers from the marble inputs, something you could try doing is running both through a Gradient Map node, with will allow you to target the white and black values specifically, and then change them really to whatever colour you'd like. :)
Thanks for the tutorial, I´m doing it now! I have a question, do u know why in my 3D view, the box is always black? I dont see all the changes like in your video! : S
Not a problem! An hour is a lot of video, bound to miss something! Thanks for asking and if you ever have questions in the future, don't hesitate to ask. :D
Hi! Im a totally begginer in Designer.. and i love that thumbnail so i want to learn how to do it...So, my question is, why you make that template? (I will do it too) But, if supose i dont want to do it, with what templeate i should start? Thanks!
Hey! So the template is just a quick way to start out the material so that we can focus on only building and viewing the Height map first. Because I start with that in each material I do, I figured it would be best to create a template first and then have another video making that so I'm not wasting time making it for every material. However, the template is not essential to make the material, since we end up deleting the Base Material node later in the video when we want to focus on other outputs (Colour, roughness, etc) :)
Is it possible that my default height/tesselation config is much lower than yours? I followed step by step, punching in the same values you used and yet got nowhere near the same depth as you. Still, thanks for the great tutorial!
Hey, thanks for watching! And it's very likely that's the case, I'd recommend taking a look at this video here to help you out, to see if you can alter the intensity your Height map has on your material view. :) th-cam.com/video/bayg8AOY7Pc/w-d-xo.html
Hey man thankyou for the tutorial, it really helped me. I have seen some specific things that I struggle with cuz I don't my material to be exactly the same and in this way I can learn it a bit more. Thankyou man. And I have a question, your node lines look sharp and straight but mine looks curved, yeah in your recent tutorials your node line looks curved but I kinda like it this way I feel it looks more neat if my node lines looks sharp and straight as a line. Is there a way to change it or it was like this in the older versions and they changed it to smooth and curved node lines? Thankyou..
Hey it's my pleasure, I'm stoked it's helped you out! To change the appearance of your lines, if you look at the light-gray header bar at the top of your Graph editor window, you will find amongst those buttons the option to switch between square and rounded connection noodles! I assume they have left this feature in the newer versions of the software, however if you are unable to find it depending on your version, it's possible they have moved the button or removed it entirely (again, I doubt they will ever remove it but there's always the possibility).
@@GetLearnt Thankyou so much dude. I think I use version 13 and the option is there, now my node line looks sharp and straight. I feel dumb for not noticing this lol. Thank you for your reply dude and thank you for the great tutorials. It really helps us to learn and improve at designer. Thank You..
That is a good topic, of which I do not currently have a video! Depends on what your end goal is, how close the player is going to see the material/surface and whether or not you need the material to deform the profile of the mesh or not. :)
@@teukuaulia4270 I would personally use PO. The reason for this is that you get seemingly detailed geo, without having to actually add any geo. For tessellation, in order for it to not look "boxy" or low poly, you would need to add a lot of tessellations. If you needed to alter the profile for a larger game terrain or something, I'd use a terrain editor or model the terrain in a modeling app, and then apply my material on that. You can actually see PO used quite a bit in big games (Last of Us, RDR2, Witcher), on many different terrain pieces. That's my opinion on it, however there may be many valid reasons why it could be the other way as well! It really depends on how your performance is. :) And Im sure eventually I'll get to making that video!
Hey I noticed that in your template video you added the ambient occlusion to your basic material but it isn't here in this video. Would this change anything in the end results ? Thank you !
The only thing it would change is whether you would preview Ambient Occlusion in your 3D view, which can be useful in most instances but not necessary for every material you make! You can always just use an AO node after the fact to generate AO as well, it doesn't need to be included in the template node if u don't need it. :)
@@GetLearnt I also have that other question that might be hard to explain . I have watched the video until the tile remover mask and everything seems to work fine but from the beggining my height/normal just seems more flat than in your video. I can see clearly the tile pattern and the edges fracture seems nice but has I am removing tiles with the mask it just really confirm that something seems off in the normal map or the height map. Even when I was making the ornament in the middle it just seems really flat. Any idea if something might be affecting my normal/height in general ? Thank you so much!
@@rosenormand2059 Do you by chance have an AO node that could be contributing to the output of the material? Sometimes the AO can be too strong and it will appear incredibly dark in your 3D view!
@@GetLearnt No need to be thanks Bruh! you're my teacher Now and the problem is fixed and I make Marble tile same as you make it and highly requested please please make a tutorial on Ornament using JRO tools pack I'm going to put a link below for reference Link www.artstation.com/artwork/v1Kq9d
Followed your tutorial (which is very informative btw) got as far as 40 min in and my results are WAY different than yours. When i plug in the height blend nodes the "decoration" gets overwritten and becomes a mess, i cannot send a screenie on here and the only difference that i can see between my following along and your creation is the resoloution (im creating at 512x512 as thats the max the game engine im using can handle), will the resoloution make such a big difference?.
The resolution works in mysterious ways. It can create a whole bunch of problems that it isn't always easy to pinpoint whether it is the resolution or not. It is also difficult to tell just based off of your description, because I have known the Height Blend node to totally mess things up as well... If you are able to somehow link a screenshot, that would definitely help me at least formulate an idea of where the problem is coming from. :)
Still going through the tutorial, first time ever using Designer - quick question about the Frames? How is your font size so large in comparison to the frames themselves? In mine the text is absolutely tiny (Substance Designer 2021, Steam edition) Been a fantastic resource so far too by the way!
I'm glad it's been helpful so far! SD can be a crazy software to learn. As for the frames, I can't quite remember but I think I may have changed a setting in Edit>Preferences so that the text of my frames is locked to my zoom level, so that it is the same size regardless of my zooming. I hope that helps out, it's been so long since I would've changed that setting! :D
@@GetLearnt I remember seeing someone mention that, but I guess 2021 doesn't have that feature since I don't see it in the Preferences anywhere :( Crazy but awesome, I've seen so many WOW things from tutorials and stuff. Finally sat down to start messing with it, and your channel's the first one I started with. Soon will get to the "Making Game Assets" ones because the process of taking your 2D texture(s) and then starting applying them to something is a process that left me scratching my head. Always I'd just slap things onto an object and sometimes it'd work, sometimes it wouldn't. It never really worked with organics though, just hardsurface things (Well, organics other than plants and the like. I mean monsters and stuff it wouldn't work and look nice) Like, I saw a pic on Art Station of a creature and they said it was a mix of hand painted and Substance Designer, and I just couldn't really figure out how you could take an image and then apply it to a creature without it looking tiled and bad. It was tricky enough just putting images onto structures and props - most of the time I'd just slap it on and fiddle with the tiling and projection.
@@sylxeria Hmm, I just took a look and there doesn't actually seem to be that option for me in the preferences either. I'm not actually sure why the title of my frames stays the same size, I thought that was maybe default for 2019? And sick! Ya using SD for the texturing stage can be tough, but very powerful if you can master it. A lot of texturing in general is heavily reliant on how good your UVs are as well, so make sure you spend time making those look good. :)
I just saw that in the new update yesterday, actually. Looks real cool! I'm gonna take a closer look at it, but it seems like it'll be a staple in my workflow moving forward. :)
what would you have to expose to make the tiles not have any damage, like the final result in yours, mine doesn't feel right, the damage feels too big, even i followed the same procedure as you
One way would be to expose the blend between the two, so you can slide it to a more or less damaged state. You could also try exposong the Edge Detect node and see if that allows you to add or remove the edge wear as well. :)
This is Substance Designer, now called Adobe 3D Substance Designer or something goofy like that. Searching Substance Designer should be able to take you to the right place tho. :)
Interesting, and you are plugging in grayscale information? Sometimes it can be finicky if you don't have a couple different grayscale values within the image that you are plugging into it.
Thank you! I'm trying for every two weeks, at least for the summer while I'm not in school. I'm super glad I've been able to help you out! I think ice would be a cool one. I'll add that to the list and see what I can do! :D
You're absolutely right. I used Marmoset Toolbag 3 for that render. I just set up a sphere with the material on it and rendered out a turntable of the sphere. :)
Hey, thanks man! I'm stoked you liked it. :D Unfortunately Maya/Arnold is a little out of my knowledge. However, I can definitely do a tutorial on creating a forest ground material in Substance Designer, and even have a video covering how to render it in Blender or Marmoset toolbag3 if you'd like!
Forest ground would be dope as well. To many mud and concrete videos we need more natural stuff. EDIT: I know mud is natural I meant other natural substances.
thanks for the tutorial bro. a small nitpick tho. i spent an hour of my time hoping the ending outcome of the video would be similar to that of the beginning. they're two completely different tiles. Thanks though
Hey, thank you for the feedback! Ya, this tutorial is a little older, I was getting my bearing with figuring out how to do tutorials. I've since figured out not to tweak a little bit after the tutorial ends, and then use that as the starter example. Sounds silly, but a complete oversight on my part. Thank you for watching regardless, and I hoped it helped out in other various areas as well. :)
"Beginner" is a loose term. It more so means that the lesson will be a lot slower and explain more of the process in detail. If you ever run into issues, don't be afraid to ask in the comments, friend. :)
@@GetLearnt just everything, your explanation of what they each node does is great, its just everything thing else. For example I plugged a directional warp node into the background of the blend, inverted Grayscale node into foreground. It did nothing. For time ref 51:53
@@GetLearnt BTW I appreciate you commenting trying to help me out but considering everyone else seems to have understand what's going on, I think I'm just going to cut my loses and try another tutorial.
I love these tutorials but please stop saying “over top” or “couple things” it’s so distracting. Just speak correctly and say “over the top” and “couple of things”.
Excellent video! For those struggling with the somewhat abrupt end: add a Levels after the final Directional Warp of the cement and bring down the output quite a bit. This should help level it off and prevent it from creeping into the metal inlay. I also went back to the Blend filter in the tile pattern that was used to Subtract and decreased the Opacity, lifting up the metal pyramid a little more.
Finishing these videos is always the hardest part, I just don't want to say goodbye! :D I'm happy you enjoyed the video nonetheless and for anyone still a little dissatisfied with how their material is looking by the end, I think that Adam's reworking of some nodes is definitely a great place to start!
Also, to prevent the tiles from creeping into the metal trim: Go to the "Edge Damage Filter" group and decrease the intensity of the final "Slope Blur Grayscale" down to about 0.05
I used a blend node, put the edge detect from the cross section mask into the foreground, the directional warp from the cement in the background and set the blend to subtract. seemed to work for me
Hey man, Great tutorial you have here, thank you for your time and expertise. Just a few heads up for the other beginners out there like myself; concerning 48:43
1) Remember that the Flood Fill node only works when using the Direct3D engine.
2) I could not attach the "Flood fill to random color" node to the Directional Warp node as shown, and for the same reason as described at 53:45 ; instead, I used a "Grayscale Conversion" node between the random color and warp node.
3) This one is more dependent on the amount of tiling you are using, but if you are creating a material that is tiled 2x2 and are using thin smooth edges, then you may need to switch the Safety/Speed trade-off parameter under the flood fill node to "Simple or small shapes"; doing this gave me a better hues in the resulting map.
i was stuck on this ! thank you for the explanation x
Just started to learn Substance, and have to thank you for the very easy to follow tutorials! Thank you so much for these!
Im happy you are finding them so useful! Let me know of you ever have any questions. :)
Good tutorial, excellent pacing with your instructions. As a brand new user with less than 5 hours in, I find that some 'beginner' tutorials move way to quickly and don't explain things as well so I end up needing to pause and rewind constantly. The pacing here was spot on.
I love to hear it, thanks for the feedback Matt! I hope you continue on with the software, it truly is powerful! :)
thank you ... the way you explain things is fabulous
And thank you for watching! :D
This was the best substance designer tutorial I've had the pleasure of following all week; Thanks so much!
Thanks for checking it out! I'm happy it was so helpful to you, thanks for leaving such a nice comment. :D
Just finished this. You make really great tutorials. It sounds like one of paid professional ones + jokes which makes it even better. I'm so glad I found your channel.
That made my day man! I'm so happy you like my jokes, I always think I sound so dumb but I leave them in nonetheless. :D Hope to hear from you in future tutorials!
They break a serious tone of a video, keeping it more entertaining :D
Also, I am very thankfull for the timestamps in the description. I fucked up mtile remover part and I didn't have to search for it in the video. Just one click and I'm there.
I am impressed with quality of your videos.
TH-cam tutorials tend to worry me due to how often the quality of the video / microphone recording is horrible, as well as poor explanations and skipping of important points. Great job for breaking the trend with a fantastic tutorial.
I am honoured to have received the Jake M seal of approval. Thanks friend! Hope I can continue to exceed expectations! :)
First time I used Substance Designer and your tutorial is the first thing I did - Thank you for a really great tutorial - I'm so pleased with the end result and I feel really excited to explore this package further. Thank you.
Hey Paul, that makes me super stoked to hear! It is a great bit of software with some pretty crazy capability. I'm happy that I've also made it a little less intimidating to get into as well! Thanks for watching and I'm always happy to answer questions if you have them. :)
@@GetLearnt Thank you :)
Thank you SOOOO much for putting these together and for taking your time to explain each step so well. There's no way in hell I would have figured out how to build a graph to create this realistic and complex of a material on my own. Even amongst the paid-learning sites, your tutorials are the best hands-down. Please keep up the good work in helping us learn this amazing piece of software.
Wow, that's such a high compliment! Thank you a ton Anthony! I'm pumped you liked it and I hope to keep bringing you all some great stuff too. :D
Thank you, am brand new to Designer and this was very helpful.
My pleasure! I am honoured to help you on your journey into SD, it's a lot to absorb so take your time with it!
Warning for people who still use previous versions of Substance Designer (e.g. 5.6.2), there are some nodes and parameters that you are unable to use shown in this tutorial since it's using Substance Designer 2018 (e.g. Swirl, Flood Fill, manipulating the "Edge Width" parameters on the "Cells 2" node etc). So, you'll have to come up with some creative ways to replicate the desired effects along the way - it's still a very useful tutorial and highly recommend following it through.
Thanks for the heads up, Benjin!
How did you recreate the swirl effect?
Nice material! One thing I added is a roughness map to only affect the gold part so it doesnt look so shiny and perfect. Thanks a lot!
I dig it. More control is what I like to see! :D
you make by far the best substance tutorials, keep it up man!!!
Thanks Matteo! I definitely plan on it! :D
Your tutorials are amazing! Hopefully it gets to the point where we get more than 2 a month because they're sooo helpful!
Hey Charlie, it makes me so happy to hear you like them so much! :D I would LOVE to be able to post more than two materials a month, the biggest problem comes from how long it takes to produce a single video. It takes me a good portion of about two weeks to make it, while also juggling a 25-hour/week job. That's why we see a new video about twice a month. However, I am trying to throw in some more smaller videos in between to have more stuff coming out while I am still out of school for the summer and I can! Once the Fall comes in, the number of videos a month might even drop down to one for a while. :( But, I hope to make that one video a month top-quality!
I tossed a donation your way. I'm looking to be an environment artist and resources like you are invaluable for pushing me and inspiring me. Great job man
Wow, thank you a TON for the donation! I really appreciate it. As a patron, you actually get my personal Substance materials, as well as access to material packs that I create from time to time. You'll be able to see the graphs that I create before I record, which have a little bit more goodies and in-graph documentation for you to look at.
As well, if you ever have materials that you would want to look at creating for your environments, never hesitate to let me know! :)
you deserve so much more love and views for all your great work. seriously great tutorials and great effort. one of the best TH-camrs here for substance!
I'm honoured you think so! I think I get enough love, and the right people see it. Thank you for watching, and I hope you're able to learn alongside me friend! :D
Awesome , this video helped me pass my college semester
Nice! I'm happy to help. :)
Yoooo your channel is producing some quality content. I really hope the more of the substance community comes across your videos. Thanks a lot once again!
You're too kind, friend! I'm glad you like what I'm putting out, sometimes it's hard for me to gauge whether my tutorials are going to actually be helpful or not, so that is well needed feedback! It'd be super cool if more of the Substance community stumbled across me, but I am also stoked to have the community that I do. You guys and gals are awesome, so thank you too! :D
Another great tutorial. I imagine these videos take quite a while to put together, still I hope to see more in the future (so many tutorials while impressive are mostly time lapsed/speed modeling so it is hard to learn, but with your tutorials I feel you actually learn)
Hey, thanks! I'm stoked you're going thru more of these tutorials. They do take a bit longer but it's all worth it to me so others have good learning resources. I don't think I'll ever get into time lapses, so you won't have to worry about that! :)
Cheers again for this tutorial, this has set me off on a marble making frenzy! Ive been at it for 2 days now
That's wild! I bet it's looking good tho!
Awesome video! It was my first time using substance painter so I got a bit lost in the end there but i figured it out eventually. Thank you for the awesome content, I'll be looking foreward to watch more!
Glad to hear it! Thank you for watching, friend! :D
you're doing a great job.some of the best SD tutorials on youtube
Thanks a ton! That's a real honour, honestly. :D
i wonder if you have an artstation that i can follow
Absolutely! You can take a look here:
www.artstation.com/getlearnt
Sometimes I post personal work, but mostly I just have some nice renders of materials from this channel. :)
Amazing tutorial. Thank you so much for taking it step by step and talking through everything that you do.
And thank you for watching! I'm happy you were able to find it useful. :D
Fantastic tutorial! Though I will have to say that as an absolute beginner, the tutorial felt like it ended prematurely. The clean up stage seems to be skipped, so I'm left with the metal inlays mixed up with the edge damage, height map pretty wonky, and the display model seemingly inside out as if the normals were flipped. I'll probably fix it once I learn SD a bit more, but I can't brag to my friends just yet. =(
Thanks friend! I took a look at the video again and I totally see what you are saying. It is pretty abrupt. I struggle with knowing where to truly end the videos, as I also dont want them to be much longer than an hour in length. Im trying a new format now where Height maps get their own entire video before we complete the rest of the maps to try and alleviate this. Thanks for the feedback, Im hoping we will be able to get you to a point where you can have bragging rights. :D
@@GetLearnt so is the ending in another video? the changes to height made we did in the last minute made it all jaggy.
@46:49 the screen suddenly fades, and your material looks like it's "deeper". I noticed that my height at the end looks the same as yours up until 46:49, but after that mysterious fade, your height seems different. After that, even if I follow your steps to the end, my height result doesn't seem as deep. I'm not sure if I did something wrong, overall my result is extremely similar to yours in every way except the height just feels really flat. Thanks for the tutorial anyway, if you have any ideas, I'd love to hear them! Keep up the tutorials, they're super helpful!
At the 1:00 mark, we go to Material>Default>Edit in the 3D tab. Over in our parameters we take a look at our height scale and raise that all the way up. That should fix it for ya. :)
Yep, that worked, thanks so much :) Really appreciate your tutorials, they are insanely good!!! Btw, just an idea for you, it would be cool to see a breakdown of your thought process at the start. You do this some as you go along, and it's always super helpful, so I was thinking maybe even a bit more about this at the very beginning could help people plan for when they're building their own from scratch. For example, when you begin making a material, what different parts and section of the material do you think about and plan for, *before* you even start creating? Do you plan for certain things in advance, in order to avoid having to redo work later? It's just an idea -- I think the "meta" aspect of the thinking and planning that goes into designing your material could be useful to get some tips on. That said, maybe you don't do that, and you just kind of feel it out as you go, I dunno :D Thanks again!
I'm super happy you find them helpful! Thank you for watching.
I've been looking into different ways I can expand upon and improve my videos lately, and one of the things that I've found people really like is exactly what you have suggested here. I will take a look at my own processes and see if there is a way that I can better communicate my thoughts on how I actually structure my materials. Thank you for the feedback, it helps me grow! :D
Sounds great! Keep it up, you're going to have a huge following on here pretty soon if you do, I can sense it! Cheers
Brilliant! Thank you for your guidance and expertise! Im definitely gonna try this one out, i love the vibe!
Thank you! I'm happy to help, I hope it serves you well! :)
@@GetLearnt ive started learning Substance Designer one week ago in order to improve my workflow of environment creation, so seeing this tutorial really helps me!
@@TheNaruciak11 That's awesome! Please let me know if you have any questions, I'll try to answer as best I can as I see them. :)
I'm not good at English,
But I want to say thank you so much.
In Korea, young people say this to thankful people.
Work less and earn more. 적게 일하고 많이 버세요
And gain health in inhalation and wealth in exhalation.
들숨엔 건강을 날숨엔 재력을
Oh wow, I love that saying! I wish the same to you, friend. Thank you for sharing that, and I'm always happy to help. Thank you for watching! :)
Even better than paid tutorials, thanks.
Edit: asked this in a reply comment but in case you miss it, is the ending another video? Where do we go from the jaggy wavy height map we get in the end? IF there's another video where you go into detail with height maps can you share please?
Thanks friend, Im happy you like it so much! It means a lot.
Unfortunately there isn't a video beyond this one for this material specifically. What Ive done is utilize the exposed parameters we were making in the video and just set them to off so we werent getting any cracks or jagged lines. As far as I can remember (I made this almost a year ago), there wasn't any other work I had done on this material before I rendered it out. :)
@@GetLearnt thanks that helped.
Finally a great tutorial! Thank you
Ha, I hope you aren't saying that after already watching thru my other videos. 😂
@@GetLearnt LOL ;)
Thank you very much for such a detailed video!!!
@@mrdixioner My pleasure! Thanks for checking it out! 😁
Well done man, Learned some new nodes also, you're becoming my go to Substance channel.
That makes me very glad to hear! Thanks for checking out the vid, and if you ever have any ideas for materials always feel free to let me know. :D
Great stuff, I've taken it further in a lot of parts mainly to add variation. I also exposed initial tiling parameters which I think linked to all the other tile generators so one slider affects the tile of the whole graph which is user friendly af. Some great tricks picked up in your video so thanks so much :)
That's awesome, and totally what you should be doing while watching these videos if you have the curiosity! Great stuff man, feel free to link us up if you have an Artstation or online portfolio. Would love to see your stuff. :)
@@GetLearnt www.artstation.com/jakecross (no substances up just yet but my other stuff is there)
Thanks a lot for a tutorial! But seems that I'm missing something... At 41:12 you removed Base material node, but you are still able to see material preview. How can I set preview for all nodes combined?
Weird, it looks like maybe I forgot to add the part where I show you to right click on the graph background, and select "view outputs in 3D". That'll fix the issue. :)
@@GetLearnt thank you for a quick reply! And thanks again for a great tutorials!
@@vladimirkhadyko8304 Happy to help out friend! Thanks for checking out the video!
Thank You for this Great Tutorial!
My pleasure! Happy to help. :)
I got some weird issue with the edge detect where the output is completely transparent
can anyone help me out please?
Could I get you to elaborate on what you mean by transparent? :o
@@GetLearnt
I managed to fix it by closing Substance Designer and opening it again
Weird
BTW, thanks to your tutorial, I managed to make this
i.imgur.com/a96B9Pv.png
You keep them coming mate ! Excellent work as usual :) So sad I do not have time to do this every day, but keep up the good work !
Thanks man! I'm glad that when you do have the time, you choose to spend it watching me! :D
Thank you for such a wonderful tutorial!
I'm more than happy to help. Thanks for dropping a comment! :)
Hello guys ! First many thanks to you for these great tutorials.
Secondly, i have a problem when i want to plug my height blend to Normal & Histogram Range (in 41:01) ; that doesn't work. Anybody's know why?
Thanks David! Much appreciated. :) So which part exactly is causing you issue? Plugging your Height Blend into any other node? If so, I believe that to be a bug because I sometimes get that issue as well. I've found that closing down SD and reopening fixes it most times. Unfortunately I've tried to help others with the same issue and closing and reopening doesn't seem to work for them, so this strategy seems to only be somewhat effective. Sadly if that doesn't work for you, Im unsure of any alternatives. :(
I tried reopening SD but it didn't change anything then I tried on another pc and I was able to continue the tutorial without any problem ... Anyway thanks again for these tutorials and I hope that you will continue. Hats off
@@davidsandras8409 Ya, real buggy with the Height Blend node for some reason. Thanks again friend, I'm looking forward to making some more in the future. Cheers! :)
Another great tutorial!
I'm glad you liked it! :)
Thank you so much, we learn a lot from you, please keep posting such a great tutorials.
I plan on posting until my heart gives out, friend. Here's hoping I have at least another 60 years! :D
Very nice tutorial man!
Hey, appreciate it! Thanks for watching! :)
Many thanks!
One of my favorite tutors in TH-cam!
Tell me please this spheres on cover with your materials, how did you unwrap it seamlessly?
And may be you can make tutorial about presentation of created materials? Because your renders looks amazing!
Thank you!
Most of my early ones were unwrapped spheres in Blender. I am planning a tutorial on rendering portfolios, so stay tuned for the future! :D
Get Learnt thanks a lot friend!
a hot mess.....just like me.... oh lord that hit the nail right on the head!!! fun and good tutorial thanks!! using yours as reference to my marble tile material-has different shapes!
Are you agreeing I'm a hot mess or is this you coming to terms with your own current status? 😆 And happy to help, thanks for watching! Make sure to drop a link so I can check it out if you ever post some renders! :)
@@GetLearnt both is good !!!! any artist who is not a hot mess is not an artist XD
also yes will do!! just coming back to sub D after 3 months so im re re re catching up on it and making that maaaarble tile floooooor!!!
@@wondermo0247 Can't disagree with that logic! :D And can't wait, I won't release another video until you do, them's the rules.
@@GetLearnt AH GEEZE THANKS FOR THE PRESSURE NO BIGGY -_-
@@wondermo0247 ;D You can do it, I have faith!
at 14:35 why use a histogram scan and not a simple levels
Honestly, great question. Looking back at it now, my best guess is I must've been drunk? :D I have no idea why I'd use such a convoluted node for that. I must've felt that the values were too close and using a Levels node wouldn't be able to access the values I wanted. If using a Levels node works for you, I'd recommend going for that. The Levels and the Scan node are both Histogram-based nodes, however they interact a little bit differently. :)
Wow thanks for the quick response
thank you man could you make spreading wall plaster filter tutorial to use in substance painter plz if you have time
For sure! I'll add that to the list. :D
Thanks. Your tutorials are very helpful. The problem with other tutors is that they talk too much and they go so slow!!! Like we are using the computer for the first time!
I always found they were going too fast! Interesting you found the opposite issue. Regardless, thank you for watching and I'm super happy to help out! The mere fact you managed to type out a comment is a sheer testament to your mastery over the computerized medium. ;D
@@GetLearnt Nope! They are not too fast or too slow. I believe it's very important for a tutor to understand how to utilize the time, because people are giving their time to watch the video and it is better when they can learn a lot with just a little amount of time. 1 hour video for these kinds of materials is perfect.
Thank you for the feedback! It really helps me get better at sharing with you all. :D
Hi I am struggling with importing the finshed material into substance painter. It looks nothing like what I have in designer please help
Hi Ben, I sometimes have this issue but I myself haven't really been able to solve it either. Take a look at this thread here, I think there might some possible solutions. :)
polycount.com/discussion/181384/materials-form-substance-designer-look-terrible-in-substance-painter
Cheer Thanks for the quick reply
I have had a look but still no joy
Unfortunately I'm not really too sure, my friend. :( My best recommendation would be to play around with the various maps (metallic, height, etc.) and see if anything can be done that way. The biggest problem is that it really could be anything, so that makes pinpointing an issue much harder.
its ok I have figured out a work around
Nice work !! and editing too XD
Thanks Gonzalo! Takes me a while to make but it's worth it. :)
Thank you very much, helpful tutorial :)
Happy to help! Thank you for watching. ☺️
nice as tileable texture in ue. great tutorial. thx :)
My pleasure! Happy to help. :)
There seems to be a lot of noise on the pyramids. in my results and up until the end in the tutorial. However in the screenshot at the end and the beginning you have fixed this. How did you fix it ?
-- edit -- correction just screenshot ( thanks to patrons) at the end.
Oddly enough when I tile it 3 times and render it it's not very noticeable anymore. guess the problem fixed itself.
@@digipyro8478 Good question, and I think not something I thought about when I was making the original tutorial. In the video, I have some of the grout coming in over the pyramids in our height map, which is making that weird bumpiness. One way to fix that a little is by doing what you did and increasing the tiles so there is less resolution but that's only a circumstantial fix. We want a permanent fix, and so what I would recommend doing is finding anywhere you have isolated the ornate trim pieces as a black and white mask. I would use this to subtract from the grout we created using a Blend node BEFORE we combine it with the tiles. This way, we will never have the grout information showing up on our trim no matter how big or small we tile it. I hope that makes sense, feel free to come back and yell at me if it doesn't work as intended! :)
@@GetLearnt I managed, I've copypasted most of "Tile Pattern", left out the Histogram and Added levels to increase the darkness of the "pyramids", did this twice to hopefully get the max out of it. added invert greyscale blend it with the directional warp of the Grout and fixed it that way. Thanks for the great tutorial.
@@digipyro8478 Geez, soon I think you're gonna need to be teaching me! Thanks for watching, friend. :)
Thank you for sharing! I had a question about the node's links (the grey lines that connects the boxes). How do you make them be a line that breaks instead of the vectors lines I have by default? Does it make sense what I'm trying to say T.T
Absolutely! In your graph window, there should be a little tab up on the top with a bunch of icons. There should be an icon that is two parallel lines, connected by a vertical line. It's right beside the stopwatch icon, and if you click it you should get the more structured node connections. :D
Thanks for watching, and always feel free to shoot a question my way!
Found it! Thanks anyway ^-^ I did this tutorial today, I'm really happy with the results :D You're a really good teacher :D Thank youuuu
And thank you for watching! If you have an Artstation, I'd love to see it! :D
@@GetLearnt Thank you so much for the help :D Sure, here you go: www.artstation.com/anaesthra ♥ Thank you again :D
Awesome tutorial. Would still love to see a grassy ground type material there doesn't seem to be any good ones here on youtube.
I have been toying around with that one for a bit since you suggested it. I think for this type of material, I'm going to have to learn the FX node, which is a little bit of a doozy. But I'll get there, and I'll make sure I bring you a rockin' grass tut.:D
Yeah the FX node... haha. Take your time no rush glad you are still pursuing it. =^)
Thank you, I'm gonna need it! :D Wanna make sure it's too quality for ya.
Amazing..Keep up the Great work..big thanks
Thanks Ashraf! Glad you're still around and checking things out. :)
How do you make the 3d view look deeper? When I do things like add a bevel or add the little pyramid it is still almost totally flat, but your looks like a proper 3d object
Nevermind, figured it out. For those struggling with it you need to make sure the height in the 3d viewport material is set to 10, not 1 like he says (a bit of an issue if you're only listening and not watching as much, like me)
Ya, Alleogrithmic changed the scaling so initially the software only allowed up to one. Now it's 10 for some reason. 😄
There is one thing I'm missing. When I added the edge damage i cant get the Hight of the tile to increase. it looks flat and very close to the metal.
0:57 might help you out. You can extend the Height scale by more than the slider appears to let you, by inputting your own number. :)
@@GetLearnt thanks you so much, this was a great learning experience! I'm in the mobile industry so I have to reply n these videos to stay upto date with current art requirements! cheers!
This tutorial is great! Only thing is how did you add the tiles to the Tile Pattern group?
Thanks man! And sorry if this isn't your question, but I think you're asking how to create frames to group our nodes in? If that's the case, in the top tab of your graph editor view, there should be a little square box icon. Select the nodes you want to group and then click that guy to put everything in a nice little frame. :)
When I get to the cross-section mask part, the Histogram Shift node only appears to be picking up the corner dots, but not the tile edge lines. Any idea why/how I might fix that? Essentially what I'm seeing in the HS node is all black with the corner dots in white - tile edges are invisible regardless of what position value I use.
What does the Histogram Scan node that you're feeding into the Histogram Shift look like? It may be an issue of having your values for those tile edge lines being the same value as the rest of the texture (minus the corners).
@@GetLearnt I actually lost the work I had done due to not saving properly, had to start over and it seems to have worked this time! Not sure what I missed first time around but looks to be fixed now 😀
@@seanayres5 Haha, happy accidents I guess! :D
@@GetLearnt Indeed lol. Just finished now, got a nice tile floor.
One thing I was wondering - if I wanted to have the tiles be a different pair of colours (for example, red and yellow instead of white and black), how would I do that? Leaving the marbling pattern in place, of course.
@@seanayres5 You'd likely have to re-jig a couple things, however since we are getting our colours for the checkers from the marble inputs, something you could try doing is running both through a Gradient Map node, with will allow you to target the white and black values specifically, and then change them really to whatever colour you'd like. :)
Can you please make a tutorial on pixel processor node in substance designer
You bet! First I'll have to learn it myself. :D
Nice
Thanks for the tutorial, I´m doing it now!
I have a question, do u know why in my 3D view, the box is always black?
I dont see all the changes like in your video! : S
Thank you for watching! You should be able to find the answer to that at around 00:45 into the video. :)
OMG I didnt notice! (facepalm) fixed then, thanks! :D
Not a problem! An hour is a lot of video, bound to miss something! Thanks for asking and if you ever have questions in the future, don't hesitate to ask. :D
I finished it :D very helpful to start with the program ! Thanks!( if u want to see it :) )
www.artstation.com/artwork/v1AeJY
Hi! Im a totally begginer in Designer.. and i love that thumbnail so i want to learn how to do it...So, my question is, why you make that template? (I will do it too) But, if supose i dont want to do it, with what templeate i should start?
Thanks!
Hey! So the template is just a quick way to start out the material so that we can focus on only building and viewing the Height map first. Because I start with that in each material I do, I figured it would be best to create a template first and then have another video making that so I'm not wasting time making it for every material. However, the template is not essential to make the material, since we end up deleting the Base Material node later in the video when we want to focus on other outputs (Colour, roughness, etc) :)
Is it possible that my default height/tesselation config is much lower than yours? I followed step by step, punching in the same values you used and yet got nowhere near the same depth as you. Still, thanks for the great tutorial!
Hey, thanks for watching! And it's very likely that's the case, I'd recommend taking a look at this video here to help you out, to see if you can alter the intensity your Height map has on your material view. :)
th-cam.com/video/bayg8AOY7Pc/w-d-xo.html
@@GetLearntI feel like a complete idiot for not noticing this during the vid, lol. Thank you so much, stay great!
@@AriiGDherve Haha, it's all good man. It feels like 90% of people miss it, but now you'll never forget! You too man, take care. :)
Hey man thankyou for the tutorial, it really helped me. I have seen some specific things that I struggle with cuz I don't my material to be exactly the same and in this way I can learn it a bit more. Thankyou man. And I have a question, your node lines look sharp and straight but mine looks curved, yeah in your recent tutorials your node line looks curved but I kinda like it this way I feel it looks more neat if my node lines looks sharp and straight as a line. Is there a way to change it or it was like this in the older versions and they changed it to smooth and curved node lines? Thankyou..
Hey it's my pleasure, I'm stoked it's helped you out! To change the appearance of your lines, if you look at the light-gray header bar at the top of your Graph editor window, you will find amongst those buttons the option to switch between square and rounded connection noodles! I assume they have left this feature in the newer versions of the software, however if you are unable to find it depending on your version, it's possible they have moved the button or removed it entirely (again, I doubt they will ever remove it but there's always the possibility).
@@GetLearnt Thankyou so much dude. I think I use version 13 and the option is there, now my node line looks sharp and straight. I feel dumb for not noticing this lol. Thank you for your reply dude and thank you for the great tutorials. It really helps us to learn and improve at designer. Thank You..
@@pradeepbharadwajTG Happy to help! And no worries, there's so many buttons it's very easy to miss! :D
do you have video explaining about parallax occlusion vs tesselation? im confused which one to choose for unreal engine
That is a good topic, of which I do not currently have a video! Depends on what your end goal is, how close the player is going to see the material/surface and whether or not you need the material to deform the profile of the mesh or not. :)
@@GetLearnt hope you make the video!:) how about ground with big mound? PO or tessellation?
@@teukuaulia4270 I would personally use PO. The reason for this is that you get seemingly detailed geo, without having to actually add any geo. For tessellation, in order for it to not look "boxy" or low poly, you would need to add a lot of tessellations. If you needed to alter the profile for a larger game terrain or something, I'd use a terrain editor or model the terrain in a modeling app, and then apply my material on that. You can actually see PO used quite a bit in big games (Last of Us, RDR2, Witcher), on many different terrain pieces. That's my opinion on it, however there may be many valid reasons why it could be the other way as well! It really depends on how your performance is. :) And Im sure eventually I'll get to making that video!
@@GetLearnt thanks for the explanation, really appreciate it!
Hey I noticed that in your template video you added the ambient occlusion to your basic material but it isn't here in this video. Would this change anything in the end results ? Thank you !
The only thing it would change is whether you would preview Ambient Occlusion in your 3D view, which can be useful in most instances but not necessary for every material you make! You can always just use an AO node after the fact to generate AO as well, it doesn't need to be included in the template node if u don't need it. :)
@@GetLearnt Ok thank you for answering back !
@@GetLearnt I also have that other question that might be hard to explain . I have watched the video until the tile remover mask and everything seems to work fine but from the beggining my height/normal just seems more flat than in your video. I can see clearly the tile pattern and the edges fracture seems nice but has I am removing tiles with the mask it just really confirm that something seems off in the normal map or the height map. Even when I was making the ornament in the middle it just seems really flat. Any idea if something might be affecting my normal/height in general ? Thank you so much!
I somehow have a lot more of darker tones in my 3D view as well, especially in the cracks and the edges were
@@rosenormand2059 Do you by chance have an AO node that could be contributing to the output of the material? Sometimes the AO can be too strong and it will appear incredibly dark in your 3D view!
Bruh I'm using Substance Designer 2019.3.3 But can't find a screen in Blend Node. what should I do? I'm beginner
Interesting. So when you go into your Blend Node, there's no Screen option? Are there any other Blending Mode options available?
@@GetLearnt Thank you so much for the reply . and there is a scroll bar which shows only when we move the mouse wheel.
today is my first day in substance designer and after 12 hours I found you. and Ii did as it is. Your going to first in my favorite list
@@ahmadajmal8029 Aw thanks man! I'm honoured to be so high in your favourite list!
@@GetLearnt No need to be thanks Bruh! you're my teacher Now and the problem is fixed and I make Marble tile same as you make it and highly requested please please make a tutorial on Ornament using JRO tools pack
I'm going to put a link below for reference
Link www.artstation.com/artwork/v1Kq9d
Thanks man for sharing!
No problem, thanks for watching!
Followed your tutorial (which is very informative btw) got as far as 40 min in and my results are WAY different than yours. When i plug in the height blend nodes the "decoration" gets overwritten and becomes a mess, i cannot send a screenie on here and the only difference that i can see between my following along and your creation is the resoloution (im creating at 512x512 as thats the max the game engine im using can handle), will the resoloution make such a big difference?.
The resolution works in mysterious ways. It can create a whole bunch of problems that it isn't always easy to pinpoint whether it is the resolution or not. It is also difficult to tell just based off of your description, because I have known the Height Blend node to totally mess things up as well... If you are able to somehow link a screenshot, that would definitely help me at least formulate an idea of where the problem is coming from. :)
i dont know how but i will do my best.
s22.postimg.cc/v1rwjwech/buildsofar.jpg
image
You can send it to me via email (in my About page here on TH-cam), FB, my Artstation account or through an Imgur link. :)
email sent.
Still going through the tutorial, first time ever using Designer - quick question about the Frames? How is your font size so large in comparison to the frames themselves? In mine the text is absolutely tiny (Substance Designer 2021, Steam edition)
Been a fantastic resource so far too by the way!
I'm glad it's been helpful so far! SD can be a crazy software to learn. As for the frames, I can't quite remember but I think I may have changed a setting in Edit>Preferences so that the text of my frames is locked to my zoom level, so that it is the same size regardless of my zooming. I hope that helps out, it's been so long since I would've changed that setting! :D
@@GetLearnt I remember seeing someone mention that, but I guess 2021 doesn't have that feature since I don't see it in the Preferences anywhere :(
Crazy but awesome, I've seen so many WOW things from tutorials and stuff. Finally sat down to start messing with it, and your channel's the first one I started with. Soon will get to the "Making Game Assets" ones because the process of taking your 2D texture(s) and then starting applying them to something is a process that left me scratching my head. Always I'd just slap things onto an object and sometimes it'd work, sometimes it wouldn't. It never really worked with organics though, just hardsurface things (Well, organics other than plants and the like. I mean monsters and stuff it wouldn't work and look nice)
Like, I saw a pic on Art Station of a creature and they said it was a mix of hand painted and Substance Designer, and I just couldn't really figure out how you could take an image and then apply it to a creature without it looking tiled and bad. It was tricky enough just putting images onto structures and props - most of the time I'd just slap it on and fiddle with the tiling and projection.
@@sylxeria Hmm, I just took a look and there doesn't actually seem to be that option for me in the preferences either. I'm not actually sure why the title of my frames stays the same size, I thought that was maybe default for 2019?
And sick! Ya using SD for the texturing stage can be tough, but very powerful if you can master it. A lot of texturing in general is heavily reliant on how good your UVs are as well, so make sure you spend time making those look good. :)
15:30 "its free real estate" (sorry/not sorry i had to)
Ye, I definitely missed an opportunity with that one... :D
谢谢!你的教学非常棒,对我帮助很大!
没问题,朋友!谢谢你的收看!
hey man, try something with the new shape splatter, the workflow seems pretty strightforward
I just saw that in the new update yesterday, actually. Looks real cool! I'm gonna take a closer look at it, but it seems like it'll be a staple in my workflow moving forward. :)
Hey man, nice tutorial! I'm working in a animated short for my college. Can I use this texture in it?
I'm glad you liked it! And ya of course, you made it so you're more than welcome to use it however you like! :)
@@GetLearnt Thank you so much, man! This help us a lot!
what would you have to expose to make the tiles not have any damage, like the final result in yours, mine doesn't feel right, the damage feels too big, even i followed the same procedure as you
One way would be to expose the blend between the two, so you can slide it to a more or less damaged state. You could also try exposong the Edge Detect node and see if that allows you to add or remove the edge wear as well. :)
Thanks this so super helpful love it
Glad it was everything you needed! :D
Very good tutorial.
Thanks friend! I'm happy to help out!
What program is this?
This is Substance Designer, now called Adobe 3D Substance Designer or something goofy like that. Searching Substance Designer should be able to take you to the right place tho. :)
20:59 the histogram is not working with me idk why
Interesting, and you are plugging in grayscale information? Sometimes it can be finicky if you don't have a couple different grayscale values within the image that you are plugging into it.
@@GetLearnt I Used a diffrent hisrogram type and its kinda worked, nice toturial man :D
@@mumileor Ha, the beauty of SD is that there is always more tools at your disposal, nice job! And thanks for watching! :)
awsome Thankyou very much!!
Thank you for watching and dropping a comment! :)
insane :) You update tutorial really fast, I've learn a lot from your tutorial, really helpful, thank you
do you wanna make ice material tutorial :)?
Thank you! I'm trying for every two weeks, at least for the summer while I'm not in school. I'm super glad I've been able to help you out!
I think ice would be a cool one. I'll add that to the list and see what I can do! :D
:D expectantly!
Hello!! Get Learnt May i ask a question?
at the video ending ,Do you render the material in toolbag ?
how to render that like you :(?
You're absolutely right. I used Marmoset Toolbag 3 for that render. I just set up a sphere with the material on it and rendered out a turntable of the sphere. :)
You the real king.
Please you can do forest ground enviornment using arnold,maya
Hey, thanks man! I'm stoked you liked it. :D Unfortunately Maya/Arnold is a little out of my knowledge. However, I can definitely do a tutorial on creating a forest ground material in Substance Designer, and even have a video covering how to render it in Blender or Marmoset toolbag3 if you'd like!
Forest ground would be dope as well. To many mud and concrete videos we need more natural stuff. EDIT: I know mud is natural I meant other natural substances.
I'll see what I can do! ;D
thanks for the tutorial bro. a small nitpick tho. i spent an hour of my time hoping the ending outcome of the video would be similar to that of the beginning. they're two completely different tiles. Thanks though
Hey, thank you for the feedback! Ya, this tutorial is a little older, I was getting my bearing with figuring out how to do tutorials. I've since figured out not to tweak a little bit after the tutorial ends, and then use that as the starter example. Sounds silly, but a complete oversight on my part. Thank you for watching regardless, and I hoped it helped out in other various areas as well. :)
@@GetLearnt ah okay, thanks for letting me know :)
Thank you very much!!!
Gladly!
You are the king
Oh stop it you, you're going to give me a big ego or something. XD
Get Learnt You deserve it Bro :)
Thanks.
Thank you!
Amazing¡
I hope it exceeded your wildest expectations! :D
Awesome .... thx
Thanks for watching! :D
First like
15:30 It's Free Real Estate..
I can't believe I didn't even pick up on that... I'll just be over in the corner wallowing in my shame. :D
so I am not even beginner, shit ...
"Beginner" is a loose term. It more so means that the lesson will be a lot slower and explain more of the process in detail. If you ever run into issues, don't be afraid to ask in the comments, friend. :)
could not have been a worse tutorial had to watch it 3 times still doesn't work
What seems to be the problem? :)
@@GetLearnt just everything, your explanation of what they each node does is great, its just everything thing else.
For example I plugged a directional warp node into the background of the blend, inverted Grayscale node into foreground. It did nothing. For time ref 51:53
@@GetLearnt BTW I appreciate you commenting trying to help me out but considering everyone else seems to have understand what's going on, I think I'm just going to cut my loses and try another tutorial.
@@koekoe7896 Appreciate the feedback, best of luck in your learning! :)
The end was very anticlimactic, made me feel like i just wasted 1 hour. I'll be sure to not watch other tutorials.
Anything in particular you were looking for?
18:57 nice joke
Haha, came for the tutorial and stayed for the comedy gold!
How is this beginner? This is way too in depth for a beginner. Boo.
I love these tutorials but please stop saying “over top” or “couple things” it’s so distracting. Just speak correctly and say “over the top” and “couple of things”.