I just want to say that this is probably one of the best sub designer tutorials out there. There are plenty of sub designer videos on youtube but I never feel like I am really learning anything. It is more "I am using this node only because the guy/gal in the video is using this node" i.e... there is no rhyme or reason I am just blindly following what the person on the video said to do. This is seemingly the first time where you are told WHY to use a node rather than just using it because "I said so". I swear prior to this series of videos the youtube space made it seem like you are just supposed to be innately born with knowledge on how to use substance designer.
I'm glad you say so because it was one of my main objectives! If you like this kind of teaching that explains de thought process and the "why", you should check out Wes McDermott Designer tutorial (search "mud ground tutorial")
I am so happy you have done the tutorial for the Substance Designer 2024. Please update your substance painter tutorials :c they are very challenging to follow
Im confused on why we created the thread with the fiber and the shape and then did the weave with a noise texture. Why we didn't use the same process in both and rotated the output? Thank you.
Good question here! The main reason is that I wanted to show you two different techniques so that it would be less repetive, this way you broaden your skills faster. The other reason is a personnal preference, I often like to approche my weaves this way because it immediately makes them look more organic and complex, it is less accurate but it just look better imo. If I wanted to recreate accurately the fabric structure I would do it like you suggest with two tile generators, and then I would have to do a few passes to make it look realistic with warps, noise maybe, etc. These two approaches are perfectly valid depending on what you're trying to achieve :)
@@louisemelin1129 Interesting, more natural, i understand, and one another method to lurn. Also, it make me thing another time today about the obligation to uniforming the 4 Tiles of a photo when preparing it for PBR aplication on Substance Sampler. After some others technics more manual, i tried using The high pass. For sure it did the job to equalise the light on the 4 quarters, but it finaly broke the natural irregularity i think it should be better to keep that irregularity to make the final materiel on 3D final image more realistic. I know It is more uniformised, and that is better for repetition of the Tiles, and it is fore sure better for hidding repetition. Fortunatly we can paint Tiles individualy when painting at the end. Amazing... Thank you.
Thank you for your kind explanation❤ When I connect Base weave and occlusion as in part 14:00, only white appears in the 2D view of the occlusion node. I want to know the solution.
mmh, interesting! Make sure you didn't accidentally set the "height scale" to zero in the Ambient Occlusion node, you should see some shadows appearing as soon as you increase the value in this slider.
12:33 When i connect my Base weave blend node to Ambient Occlusion, i don't get the Balck coloured AO map and when i use levels on the directional noice , over thete i have to reduce the white level quite a bit more than what shown in video.
mmh it's hard to tell what's going on without looking at your graph. I suggest you download the project file to have a look at the nodes and make sure you didn't miss a step
Hello I had the same issue and it's because of the ray tracing. I'm on mac and apparently doesn't work with the laptop I have. Switch to the hbao node and the AO will appear
What is the point of making such a detailed piece of thread when its repetition reaches 800 and even at high resolution (4K) this will not be completely visible? Complete nonsense. You could just take an oval bell shape without fibers or noise, and the result would be exactly the same.
Learn more about Adobe Substance 3D: adobe.ly/3xS9Sp
I just want to say that this is probably one of the best sub designer tutorials out there. There are plenty of sub designer videos on youtube but I never feel like I am really learning anything. It is more "I am using this node only because the guy/gal in the video is using this node" i.e... there is no rhyme or reason I am just blindly following what the person on the video said to do. This is seemingly the first time where you are told WHY to use a node rather than just using it because "I said so". I swear prior to this series of videos the youtube space made it seem like you are just supposed to be innately born with knowledge on how to use substance designer.
I'm glad you say so because it was one of my main objectives! If you like this kind of teaching that explains de thought process and the "why", you should check out Wes McDermott Designer tutorial (search "mud ground tutorial")
This is the best beginner tutorial I have ever seen
thank you!!
So far an awesome course, I'm completely hooked!
Very smooth introduction to the program so far. It helps to get use to it, with all the logic it has. Thank you very much
I am so happy you have done the tutorial for the Substance Designer 2024. Please update your substance painter tutorials :c they are very challenging to follow
Great. It is already feeling like a fabric
Great tutorial so far Thank you Louise
Thanks this helped me a lot
Please, create for substance sampler same videos for beginners, because a lot of features were updated from the latest Playlist videos
+1
Ola Sergi! Não entendi
Im confused on why we created the thread with the fiber and the shape and then did the weave with a noise texture. Why we didn't use the same process in both and rotated the output? Thank you.
Good question here!
The main reason is that I wanted to show you two different techniques so that it would be less repetive, this way you broaden your skills faster. The other reason is a personnal preference, I often like to approche my weaves this way because it immediately makes them look more organic and complex, it is less accurate but it just look better imo. If I wanted to recreate accurately the fabric structure I would do it like you suggest with two tile generators, and then I would have to do a few passes to make it look realistic with warps, noise maybe, etc. These two approaches are perfectly valid depending on what you're trying to achieve :)
@@louisemelin1129 Alright thxs for the fast response!
thank you for asking on my behalf, had the same question
@@louisemelin1129 Interesting, more natural, i understand, and one another method to lurn. Also, it make me thing another time today about the obligation to uniforming the 4 Tiles of a photo when preparing it for PBR aplication on Substance Sampler. After some others technics more manual, i tried using The high pass. For sure it did the job to equalise the light on the 4 quarters, but it finaly broke the natural irregularity i think it should be better to keep that irregularity to make the final materiel on 3D final image more realistic. I know It is more uniformised, and that is better for repetition of the Tiles, and it is fore sure better for hidding repetition. Fortunatly we can paint Tiles individualy when painting at the end.
Amazing...
Thank you.
Thank you for your kind explanation❤
When I connect Base weave and occlusion as in part 14:00, only white appears in the 2D view of the occlusion node. I want to know the solution.
mmh, interesting! Make sure you didn't accidentally set the "height scale" to zero in the Ambient Occlusion node, you should see some shadows appearing as soon as you increase the value in this slider.
12:33 When i connect my Base weave blend node to Ambient Occlusion, i don't get the Balck coloured AO map and when i use levels on the directional noice , over thete i have to reduce the white level quite a bit more than what shown in video.
mmh it's hard to tell what's going on without looking at your graph. I suggest you download the project file to have a look at the nodes and make sure you didn't miss a step
Hello I had the same issue and it's because of the ray tracing. I'm on mac and apparently doesn't work with the laptop I have. Switch to the hbao node and the AO will appear
@@StéphanNappez❤❤❤
7:01 by increasing the tiling to such extent are we not losing the details of the thread that we created.
We are! But there are good reasons to do it this way, I answer this exact question in part nine :)
What is the point of making such a detailed piece of thread when its repetition reaches 800 and even at high resolution (4K) this will not be completely visible? Complete nonsense. You could just take an oval bell shape without fibers or noise, and the result would be exactly the same.
This question is answered in part 9 :)