Lets make some Fabric in Substance Designer
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- Опубликовано: 5 окт 2024
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Today we're going to discuss a few different aproaches to making tiling fabric texture in substance designer. There really isnt one method here that is better than another but they all do it slightly differently and I think it's worth having the flexibility to choose the way you want to tackle a particular material
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Thank you so much for all of these tutorials. I can remember only a few weeks back you were at 700 subs and now 1k+. This means you really are pumping out some quality content for many people to enjoy! Keep it up, I am learning so much, even as a person who's just started using Designer like 5 weeks ago for a school assignment. All thanks to you!
Thats so awesome! Just starting means it's only up from there!
please keep the videos coming,they're so helpful!!!
Great info mate! Thank you for sharing
In the beginning you mentioned about building your own satin into the shader instead of using the metalness %50 hack. Could you do a tutorial on how you would go about doing that the proper way? I'd like to see your game engine friendly approch. Also, your starting shader ball has more detail, I increased the tessellation but it still doesn't have the same look. Cheers.
Mate, love all your substance stuff, thankyou! Greetings from Melbourne!
Glad you find it helpful!
I usually don't like to leave two comments on the main tread for the same video, but...
I'm finally realizing that warping a texture pattern to follow the path of another noise, in this case the weave pattern following the folds in the fabric, is very tricky to get looking right in certain cases. Sometimes I find a positive warp value is useful and other times a negative value seems to look better, which I think is dependent on whether something is going inward, like a pit, or sticking outward, like a hill. It might be nice to get more information on that in some sort of tutorial, since I don't think there is any information on warping to follow contours other than this video of yours. Also, I've seen people use a Vector Warp node for the same purpose and sometimes that seems to work better as well.
One of the things that i think your videos do really well is tieing functions to use cases because it triggers a memory that these videos exist and most of the useful bits for the use cases are in these videos. Super helpful well earned 1k, heres hoping to a few hundred thousand more. (also aqua/cyan/purple/pink are sick colors)
THIS! The easiest way for me to learn is to be shown the individual components, than a smallish example using them and finally slotting into a real example. I try to stick to that in my teaching as much as I can. Thanks for the support! (I will never get away from teal/magenta!)
Love your videos so much! Can't wait to see more!
My mind is being flood filled with knowledge. I hope I can take it all in.
I think I know what you're going to say about using a high Pattern Amount in the Splatter Circular with a high Random Mask. You mentioned it in another video, I think the one where you build your own voronoi generator. You were talking about how a large number of tiles in the x and y will spread out the tiles more and more evenly, so using that in combination with a higher Random Mask gives one a more even distribution. At least that's my guess as to where you're going with that.
Anyway, thank you for another great video.
One type of video that I think would be useful to people, though I think your videos are actually going in that direction anyway, would be a series of videos explaining a good material workflow. I've seen one video where a guy talks about that a bit, explaining the idea of breaking down a piece of reference art into large parts, medium parts, and smaller parts, but he jumped into much more complex things in his next video. I never did watch his second video because of that, though I think my Substance Designer knowledge has advanced far enough to watch that video of his. But, anyway, this video really does that, by going into how one might create fabric in general. More of these types of videos would be good, I think. Maybe going a bit more into the full workflow though, explaining a bit about how you break a material down into more manageable components before going through some of those steps in Substance Designer.
Thank you again! great work!
Great content
Been waiting for this all week :D. You always have amazing tips. I just started dabbling into substance to help me with environment art. Any tips on making trim sheets? Also I saw on your artstation those awesome animated textures. Any tutorials/ courses/ that you can suggest to learn something like that?
a trim sheet video would be nice
I never thought about it but we can do some trim sheet stuff for sure. My Substance Core Course will come out soon™
@@JohnnyHalcyon3D Yess! 😄
@@tristanchesselet lmao you already got it!
Just creating some hype :)@@JohnnyHalcyon3D
For the engagement