Not only are your videos great, but you even take time to answer the comments and even helped out a guy with his substance. You are great dude. Thanks a lot for what you do :)
Thank you very much for doing these breakdowns. Even for someone like myself who is extremely new to the program you do a fantastic job of breaking things down step by step. Its really helping me understand how to achive certain results.
This is basically like inserting a Syringe into your brain and push in Substance Designer Knowledge with a high speed shot. Thank you for making these!
This helped me out bigtime, man. I am not doing stuff quite as advanced, (I definitely have a ton more to learn) but I picked up a few things from this. Thanks!
(Please read Sharpstance's reply aswell) Sometimes - and this is important to note - you make your substance textures to blend with another one or another ones. So, it means that you are going to use the outputs to plug in your Game Engine so it enables you to vertex paint the textures, this means you are just going to export the images generated by Designer instead of using the .sbs file, in this case you can go a little bit wild; without customizing and really getting the result you want by using if you want a bunch of different noises and not optimizing it. Another thing, if you are going for the optimized way, it is important to get the result you want from the start and then you can comeback and take care of the optimization.
I believe the first thing in mind should be making the substance look good, then everything else can change depending on the use case. That's why I don't bother with optimization, I prefer the graphs to be easy to read for video purposes and because it's easier to follow. You can actually go wild in any case, since you can just bake the substance once and cache in the game engine, so you can actually hide it in the initial first loading of the game, you can even export it in the game engine too as a bitmap so you really have a lot of freedom
This wasn't a message for you (not only you at least), it was for everyone. And I believe that too, you explained it better than I did. Keep up the good work, bro. I learn something new with your substances and videos if I could support you on Patreon I would totally do it, but things in Venezuela aren't that easy right now. Can't thank you enough for sharing your knowledge!
Your video's are amazing. Honestly I thought you worked for Substance when I first saw them. However a recommendation, I would add into your standard description that the .sbs's are on your patreon.
Hello my friend! I have a suggestion, I hope you can consider it for the future! It would be amazing to get some Shader tutorials from you, have you considered teaching us how to code shaders?? Perhaps through the Unity Asset Store tool "Amplify" since it is a visual programming tool for shaders that LETS YOU READ your code as a surface shader (and not only as nodes)? I think this would be an amazing addition to your library since it shares a lot of the concepts at least in workflow with substance designer (besides the node based system which in my opinion would be very intuitive for people who have already worked with Substance Designer). The fact that we can READ the code afterwards makes for a perfect "two birds one stone" kind of situation where we get to learn how to code quick shaders in Amplify and perhaps even enhance them further or "learn how to write them" afterwards by analyzing the actual surface shader script generated by Amplify! Anyway, thanks for your amazing videos you really are one of the bests out here!!! Thanks bro!
My knowledge in shaders is kinda basic because they are usually way over the end and at the polishing stage for a project, so it's not often that I have the opportunity to dive into them, at least not as much as I want to. I can find my way around if I have to but I don't feel i'm at the level I should be teaching them. I actually use both Amplify shader and shaderforge but the use I do, doesn't go far from the examples given within them.
Ok! Given this could you tell me what are your impressions on both of these packages?? I decided to buy Amplify this morning and I am really hoping it was a better choice than Shader Forge. It wasn't really about the price, it was more about the fact that Amplify gives you access to the surface shader code and also the fact that it is still in development so features are still being added as opposed to Shader Forge (as far as I've read). Are there any useful things in Shader Forge that I will be missing out in Amplify??? Thank you so much for your time, I really appreciate everything you do for us.
I like the fact that it has way more examples and they constantly adding new ones. They also seem to reply to everybody on the forums so that's a plus as well. I think it's UI it's way more intuitive than shaderforge's as well. Apart from those two things, i don't think there's any difference between them or that you'll find any limitations in Amplify, so you're good with your choice. I actually like their image effects as well, I use them all the time with great results.
amazing, I also couldn't find any information on whether I would be able to use this for post processing effects but it seems from your comment that you actually can. Thank you so much for all of this info! I am about to sink my teeth into those forums and see if I can find the examples I need to code what I have in mind! Keep up the good work bud thanks so much for everything!
Oh Idk if they used it for their image effects actually but I don't see why not. Shaderforge actually has a preset for it (along with a few others) but i'm confident you can on Amplify as well, I've just never tried it yet
In your Substance Designer 3D viewport, go to the Main Menu : Materials -> Default -> Definitions -> physically Metal/Rough -> Tessellation. There you can edit the tessellation and the scale that'll impact the geometry following your height map information.
I have an 8core AMD with a gtx1070 (not really the best combination but it does work pretty good), I also have about 24gb of RAM and they aren't enough haha
These tutorials are cool but what i hate is the companies selling to game developers the tessellation workflow when the truth is that the performance hit is way too much and you can only use very few assets with tessellation. Stick with pom if you don't want to put your game on it's knees! Tips : for surface with small pebbles scatter on the ground you are better up using low res real 3d rock instead of tessellation.
Not a bad tutorial. Just a heads up - his english is not the greatest, can be hard to understand what he is saying. ...I had to rewind an number of times to figure out what he was saying. But his results are good.
That videos' pretty funny really. Thanks for that. Yeah, I know, I've never had to speak English as a second language...I'm spoiled. Your Materials are amazing. Thanks for the tutorials, they've been a help.. craig
Not only are your videos great, but you even take time to answer the comments and even helped out a guy with his substance. You are great dude. Thanks a lot for what you do :)
Thanks :)
Thank you so much for showing your graph ! I'm trying to learn substance designer and it helped me a lot ! You deserve more views
Thank you very much for doing these breakdowns. Even for someone like myself who is extremely new to the program you do a fantastic job of breaking things down step by step. Its really helping me understand how to achive certain results.
You're welcome
One of the best descriptive SD videos i've ever seen, subbed
Thanks :)
This is basically like inserting a Syringe into your brain and push in Substance Designer Knowledge with a high speed shot. Thank you for making these!
Heh
Thanks a lot man! Your breakdowns are a great help! All the best.
Thanks :)
Thank you so much for this video, I've managed to create my own texture based on yours for my uni project!
This helped me out bigtime, man. I am not doing stuff quite as advanced, (I definitely have a ton more to learn) but I picked up a few things from this. Thanks!
And again thanks for this Breakdown !
Most welcome :)
Thanks for taking the time do these tutorials, really appreciated
:)
Hi, just wanted to say thanks for making these designer videos. Really useful for learning! Cheers :)
:)
Your materials look truly amazing!
Thanks
(Please read Sharpstance's reply aswell)
Sometimes - and this is important to note - you make your substance textures to blend with another one or another ones. So, it means that you are going to use the outputs to plug in your Game Engine so it enables you to vertex paint the textures, this means you are just going to export the images generated by Designer instead of using the .sbs file, in this case you can go a little bit wild; without customizing and really getting the result you want by using if you want a bunch of different noises and not optimizing it.
Another thing, if you are going for the optimized way, it is important to get the result you want from the start and then you can comeback and take care of the optimization.
I believe the first thing in mind should be making the substance look good, then everything else can change depending on the use case. That's why I don't bother with optimization, I prefer the graphs to be easy to read for video purposes and because it's easier to follow. You can actually go wild in any case, since you can just bake the substance once and cache in the game engine, so you can actually hide it in the initial first loading of the game, you can even export it in the game engine too as a bitmap so you really have a lot of freedom
This wasn't a message for you (not only you at least), it was for everyone. And I believe that too, you explained it better than I did. Keep up the good work, bro. I learn something new with your substances and videos if I could support you on Patreon I would totally do it, but things in Venezuela aren't that easy right now. Can't thank you enough for sharing your knowledge!
You're welcome and no worries, I know how it is. Greece is no better either at this point and it's only going to get worse.
your tutorials are great, I would love to see more from you, please dont tell me you have stopped creating tutorials
I'd like to get back into them but time constrains are killing me
So so thank you ! Your tutorial is big benefit to me!
Your video's are amazing. Honestly I thought you worked for Substance when I first saw them. However a recommendation, I would add into your standard description that the .sbs's are on your patreon.
Thanks a lot!
Awesome video, thanks for putting it together!
You're welcome :)
Hello my friend! I have a suggestion, I hope you can consider it for the future!
It would be amazing to get some Shader tutorials from you, have you considered teaching us how to code shaders?? Perhaps through the Unity Asset Store tool "Amplify" since it is a visual programming tool for shaders that LETS YOU READ your code as a surface shader (and not only as nodes)? I think this would be an amazing addition to your library since it shares a lot of the concepts at least in workflow with substance designer (besides the node based system which in my opinion would be very intuitive for people who have already worked with Substance Designer). The fact that we can READ the code afterwards makes for a perfect "two birds one stone" kind of situation where we get to learn how to code quick shaders in Amplify and perhaps even enhance them further or "learn how to write them" afterwards by analyzing the actual surface shader script generated by Amplify!
Anyway, thanks for your amazing videos you really are one of the bests out here!!!
Thanks bro!
My knowledge in shaders is kinda basic because they are usually way over the end and at the polishing stage for a project, so it's not often that I have the opportunity to dive into them, at least not as much as I want to. I can find my way around if I have to but I don't feel i'm at the level I should be teaching them. I actually use both Amplify shader and shaderforge but the use I do, doesn't go far from the examples given within them.
Ok!
Given this could you tell me what are your impressions on both of these packages?? I decided to buy Amplify this morning and I am really hoping it was a better choice than Shader Forge. It wasn't really about the price, it was more about the fact that Amplify gives you access to the surface shader code and also the fact that it is still in development so features are still being added as opposed to Shader Forge (as far as I've read).
Are there any useful things in Shader Forge that I will be missing out in Amplify???
Thank you so much for your time, I really appreciate everything you do for us.
I like the fact that it has way more examples and they constantly adding new ones. They also seem to reply to everybody on the forums so that's a plus as well. I think it's UI it's way more intuitive than shaderforge's as well. Apart from those two things, i don't think there's any difference between them or that you'll find any limitations in Amplify, so you're good with your choice. I actually like their image effects as well, I use them all the time with great results.
amazing, I also couldn't find any information on whether I would be able to use this for post processing effects but it seems from your comment that you actually can.
Thank you so much for all of this info! I am about to sink my teeth into those forums and see if I can find the examples I need to code what I have in mind!
Keep up the good work bud thanks so much for everything!
Oh Idk if they used it for their image effects actually but I don't see why not. Shaderforge actually has a preset for it (along with a few others) but i'm confident you can on Amplify as well, I've just never tried it yet
Does substance designer not show height maps in the 3d viewport?
In your Substance Designer 3D viewport, go to the Main Menu : Materials -> Default -> Definitions -> physically Metal/Rough -> Tessellation. There you can edit the tessellation and the scale that'll impact the geometry following your height map information.
Thank you so much an another great tuto !!
Wow, this was super useful tutorial, thanks for that)
Whats your PC specs ? Thanks
I have an 8core AMD with a gtx1070 (not really the best combination but it does work pretty good), I also have about 24gb of RAM and they aren't enough haha
Ty, this helped me a lot.
Tesselation?
ONE word doesn't make an understandable question. Have you ever heard of "sentences" ? Quiet useful actually.
Thank you :)
:)
Thank you!
These tutorials are cool but what i hate is the companies selling to game developers the tessellation workflow when the truth is that the performance hit is way too much and you can only use very few assets with tessellation. Stick with pom if you don't want to put your game on it's knees! Tips : for surface with small pebbles scatter on the ground you are better up using low res real 3d rock instead of tessellation.
Hehe
Not a bad tutorial. Just a heads up - his english is not the greatest, can be hard to understand what he is saying. ...I had to rewind an number of times to figure out what he was saying. But his results are good.
ruclips.net/video/lCiKYcbCL2g/видео.html
That videos' pretty funny really. Thanks for that. Yeah, I know, I've never had to speak English as a second language...I'm spoiled. Your Materials are amazing. Thanks for the tutorials, they've been a help.. craig
u miss somes parameters and that ruin your tuto
It's a breakdown, not a tutorial and you can download the .sbs for free. So all is well