You got us covered, no more worrying about not knowing what to do. Your methods are great and you cover a wide variety of surface types, these videos feel like paid tutorials. I couldn't thank you more.
The quality of your recordings improved a lot since the first tutorials that were blurry even in 1080P. Great ! Now everything's readable. Man thanks for the hard work. You're obviously a Substance Designer Master and sharing your process is of great help ! :)
OMG C Sharp Accent making Substance tutorials??? I'M IN. I still hold your tutorials to the highest standards, and I've learned SOOOO much through youtube tutorials... yours have always been amongst the best.
Hello, the node "ambient_occlusion_2" in 18:31 doesnt exist in Substance 3D Designer. I use "Ambient Occlusion (HBAO)" Node instead, but the result isnt really good. Do you knew, which node I can use?
Thanks for this great tuto! What is the ambient_occusion_2 node you are using at 18:31? It has built-in equalizer and levels, I don't have that in my version of Designer (2017.1.3). Also you are using a Dirt material but it is not explained in this video (mg_dirt).
Just realised before you reply... and when I deleted my question I saw the answer... Thanks for replying so fast... If anyone is wondering, I asked where was the height blend node... it got added in 5.6.x
From the first words i knew you were greek :D but i couldn't believe that ! Its wonderful to see more people being creative with such skills and on the best apps :)) keep it up bro !!! It will be great to make a video on greek with just the basics though !
Just wanted to thank you for this tutorial. It was fantastic. A great survey of the tools in Designer with a really cool end result! I also wanted to add that my Edge Damages node only has two inputs but I discovered that you can plug both the Curvature and Ambient Occlusion into the top input and the result closely matches your tutorial. Not sure if I have the wrong node? Or maybe a different version. In either case, this might help others if they run into the same issue.
Thanks! i'm not sure for the node either but as long as you are content with the result then it doesn't matter, you can download the .sbs from my Patreon page and check what i used, it's free
I went a little bit with a different brick but it stills has the dripping mortar, check the patreon page in a few hours. Otherwise it's going to be public Sunday
Hey, I got stuck at 27:46, where you create the edge damages. When I add edge damage node, there's only 1 input callde "Mesh Data". There are no "Curvature" or "AO" info. Can you please tell me how to do that? I looked into forums but couldn't find an answer.
Hey, wonderful tutorials, I'm running into an issue though, I'm running Substance 6.0.2 and I can't seem to connect the Blended height node of the Height blend onto the blend node of the ground mask. Is there something I could alternatively do? Thank you, I love your tutorials!
Good explanation, thank goodness there is a pause button, because for beginners it's really tough to follow at normal speed ;) But it really helps to get to know the nodes and the workflow!
Heh I know it might be but you can download the .sbs from my patreon page too ;) (it's free). One beginner mistake you can do is think that all the nodes are important, while in reality most of them can be applied in a random way and it would still look pretty cool
I like the way you present the breakdowns. I wonder though, other than Material Breakdowns are you also planning to do something with these like creating a 'terrain' mesh object to import into a game engine for use? If I knew more about that then I could apply these great materials in my game :) using substance Painter or something I imagine. With your style of teaching, combining many of these great floor materials on a mesh for a gameobject would be something I could really benefit from.
Terrain meshes are a bit trickier than that and they are heavily depended on the use. For example, there's terrain that's going to be close to the player and terrain that's far away never meant to be seen up close. Both work completely different. Usually what you see in game engines though (both Unity and Unreal for example) is a terrain editor that has a splat map to blend through textures and that's mostly shader work, not actual texture creation. On the other hand, there's a lot of studios that use something like world creator (it's a software) and they create terrain chunks in there, I've no idea how they setup the textures for them. Apart from that, I have a few thoughts for example uses of this materials but probably going to be awhile till then, since they require a lot more time to setup. Most of the materials here will work just fine on a plane, now what you can do is create a low poly mesh that either has overlapping UVs or just unwrap it like you normally would and just add the material tiling it to the correct value. However, do keep in note that overlapping uv's usually will create artifacts if you're going to bake lightmaps (Unless you provide a second UV set for them but that still depends on the engine). By observing other games though that used substances, you'll notice that it's usually just a plane with the substance and they add decals on top and some small meshes to differentiate. Of course take all of the above with a pinch of salt, all this is info gathered from reading posts/forums or observation so there's probably a lot more ways to do stuff, but the magic sentence is "whatever fits in your workflow, is the best"
Makes sense to me, thank you for the break down. I've seen the type of detailing you mentioned on the higher end Unity Asset store environment packs. -- "usually just a plane with the substance and they add decals on top and some small meshes to differentiate."
I've definitely seen it in R6 Siege and I'm pretty sure on the COD that used Substances ;) In Uncharted they probably did quite a few things differently since the range of enviroments change a lot there
Cool, just subscribed... I did notice you merged TP with Climb System. Just to let you know, if you had a TP that could climb, and a few other things that usually come with TP shooters or TP survival characters, I will purchase simply for the quality you offer. Current TP's on the Unity Asset store are OK, I'd say Opsive TP is probably the most complete. But there climb system don't come close to yours. There are other up and coming TP's that have great potential like Invector TP, TPMotion controller looks promising. But like I said the quality of your work is second to none on the Asset store. Keep it up and keep the faith...
Thanks :) I've added the advanced third person controller to the climb system yes. So it's everything you see in the videos, it's there too (I've just disabled the basic climbing of the ATPC since there's the whole climb system, though I might actually just re-enable it but keep it for specific ocassions). I'm also working on a new update for the TPS redux, which will be more focused on an action experience, it will have climbing but more like what you see in games like MGS 5 or other action games, that's solely because I have a clear vision for it and just adding features to that one just for having them was both fatiguing and made it more complex than it has to be. So hopefully in a few months there would be 3 controllers to choose from. The basic ATPC, the ATPC with the Climb System and the new TPS tailored controller. The first two would be pretty much the same though, just the basic version of the ATPC will be more for building other controllers on top of it. For example, the new TPS controller, though it would be very heavily modified I hope it's not too confusing hah
I wanted to have more of a ground base for this one instead of grout but yeah you can do a lot of stuff to make sure it suits what you're going after, that's the magic of procedural texturing :)
Amazing tutorial, thank you so much! I'm new to Designer so this may be simple to fix. In the 3D view, the surface turns into something off a mirror where everything looks like it disappears into nowhere. If you understand and can answer my question thank you but otherwise thanks for trying? Again, brilliant tutorial, thanks a bunch!
Sounds like for some reason it looses the textures, if you right click in the graph and then show to 3d view it should show them back again. If of course there's textures to show and your outputs have proper ids. Use templates to make sure they do and have something to show as well. If you still have problems and think it could be a software bug then do a forum post.
Hi! Thanks so much for your material breakdowns. They're super cool and really helping me learn Designer. If you have time, I could use some help. I spent hours following your Stone Floor - Substance Designer Material Breakdown tutorial carefully. My node tree is all setup, but my final result has a lot more dirt ground than stones. Even though I followed your numbers carefully, mine feels like the AO/shadows/blacks are really weak, the white highlights are dull, and the overall depth of the whole project feels very flat (even with Normal to 20 or above.) I've been combing over my nodes and found some mistakes, but haven't solved it completely yet. Any ideas where I went wrong? I can send you the file if you're interested.
Make sure you raised the scale on the material side as well and that you have enough tesselation in case you are not using the hires plane (and make sure you are on tesselation as well, paralax will give you height also but the effect is better). Apart from that it sounds like your height values need work. You can download my material from my patreon page and give it a look, they are free to download.
This are fairly simple to do construction wise so I don't believe I have anything interesting to add on a video for them. I've done some marble tiles and a few others in the past, you might want to take a look on those videos
You need to raise the scale in the material, if you are using a low res mesh you also need to raise the tesselation factor (if you are using paralax occlusion then only the scale would probably suffice)
is anyone else having trouble finding the heght blend node? I cant find it and i needz it. =) any help appreciated. Great tutorial BTW, subscribed and stoked to watch more.
Thanks, just downloaded and will finish the tutorial. Seriously, thanks. This is a great tutorial and an even better channel. I too do tutorials (for the Autodesk Stingray engine) and I know what it takes to make a good tutorial. Yours are as good as they get. Keep up the great work!
This is a great tutorial. I've added some nodes, removed a few nodes, and exposed a bunch of values. This is my SBSAR in action in Unity - changing some slider values to dissolve more or less of the tiles into the ground. ruclips.net/video/ODRxuVnCfuk/видео.html
You got us covered, no more worrying about not knowing what to do.
Your methods are great and you cover a wide variety of surface types, these videos feel like paid tutorials.
I couldn't thank you more.
Thanks!
agreed
Thank you for your tutorials, this channel is one of the best places on the internet to learn how to use Substance Designer
Thank you :) The official ones are pretty good too, that's where I got my initial start
The quality of your recordings improved a lot since the first tutorials that were blurry even in 1080P. Great ! Now everything's readable. Man thanks for the hard work. You're obviously a Substance Designer Master and sharing your process is of great help ! :)
Thanks! I actually squeezed some money and upgraded my gpu because I was below the minimum before. Idk about being a master though hah
OMG C Sharp Accent making Substance tutorials???
I'M IN.
I still hold your tutorials to the highest standards, and I've learned SOOOO much through youtube tutorials... yours have always been amongst the best.
Hey thanks :)
Best tutorial I've ever seen. Congratulations.
Thank you :)
Keep on going! with all these great tutorials and textures you will get big on yt in no time.
Thanks! I want to diversify a bit the content and focus more on quality and uniqueness, of course there would always be a breakdown every now and then
Jaw dropping material m8! awesome job! Really nice to see new approach to cracks, like they split the rock apart, so one half is lower than the other/
Thanks! That actually bothered me a lot and the solution was fairly simple, hah
Hello, the node "ambient_occlusion_2" in 18:31 doesnt exist in Substance 3D Designer. I use "Ambient Occlusion (HBAO)" Node instead, but the result isnt really good. Do you knew, which node I can use?
I love your tutorials!!!
Thank you very much for your generosity and for sharing your knowledge.
Beautiful substance! great tutorial as always
you are brilliant!
Really fantastic material there.
Thanks!
Thanks for this great tuto! What is the ambient_occusion_2 node you are using at 18:31? It has built-in equalizer and levels, I don't have that in my version of Designer (2017.1.3). Also you are using a Dirt material but it is not explained in this video (mg_dirt).
This was on SD 5 or 6 so there's probably a few things changed
Thank you for this beautiful tutorial!!!
I learned so mouch!
Fantastic breakdown, thank you
Thank you so much. I learned so much
Just realised before you reply... and when I deleted my question I saw the answer... Thanks for replying so fast...
If anyone is wondering, I asked where was the height blend node... it got added in 5.6.x
i realize I am quite randomly asking but does anybody know of a good site to stream new series online ?
@Onyx Shepard i use flixzone. Just search on google for it =)
@Ulises Will definitely, been watching on flixzone for since april myself :D
@Ulises Will thanks, I went there and it seems like they got a lot of movies there =) I appreciate it !!
@Onyx Shepard happy to help :)
Thanks, thanks, thanks, thanks, thanks. Amazing, sir!!!
Thanks I came here for color tips, though you shared a lot of great tips thanks!
Glad it was helpful!
From the first words i knew you were greek :D but i couldn't believe that !
Its wonderful to see more people being creative with such skills and on the best apps :)) keep it up bro !!!
It will be great to make a video on greek with just the basics though !
Just wanted to thank you for this tutorial. It was fantastic. A great survey of the tools in Designer with a really cool end result!
I also wanted to add that my Edge Damages node only has two inputs but I discovered that you can plug both the Curvature and Ambient Occlusion into the top input and the result closely matches your tutorial. Not sure if I have the wrong node? Or maybe a different version. In either case, this might help others if they run into the same issue.
Thanks! i'm not sure for the node either but as long as you are content with the result then it doesn't matter, you can download the .sbs from my Patreon page and check what i used, it's free
Thanks, Sharpstance. I really appreciate it!
Any chance of auto generating captions for this vid? The result looks amazing.
Great breakdowns. I would love to see a "weeping joint brick" pattern. Would love to see how you "spill" mortar out of the cracks.
I'll give it a shot
Sharpstance that would be fantastic.
I went a little bit with a different brick but it stills has the dripping mortar, check the patreon page in a few hours. Otherwise it's going to be public Sunday
Hey, I got stuck at 27:46, where you create the edge damages. When I add edge damage node, there's only 1 input callde "Mesh Data". There are no "Curvature" or "AO" info. Can you please tell me how to do that? I looked into forums but couldn't find an answer.
I kinda solved it... -.- :D I was in Compact Material display mode... Changed it to material and voala :D Great tutorial by the way :D
Thanks :D
Damn man thanks so much.
You're welcome
Hey, wonderful tutorials, I'm running into an issue though, I'm running Substance 6.0.2 and I can't seem to connect the Blended height node of the Height blend onto the blend node of the ground mask. Is there something I could alternatively do? Thank you, I love your tutorials!
Good explanation, thank goodness there is a pause button, because for beginners it's really tough to follow at normal speed ;) But it really helps to get to know the nodes and the workflow!
Heh I know it might be but you can download the .sbs from my patreon page too ;) (it's free). One beginner mistake you can do is think that all the nodes are important, while in reality most of them can be applied in a random way and it would still look pretty cool
I like the way you present the breakdowns. I wonder though, other than Material Breakdowns are you also planning to do something with these like creating a 'terrain' mesh object to import into a game engine for use? If I knew more about that then I could apply these great materials in my game :) using substance Painter or something I imagine. With your style of teaching, combining many of these great floor materials on a mesh for a gameobject would be something I could really benefit from.
Terrain meshes are a bit trickier than that and they are heavily depended on the use. For example, there's terrain that's going to be close to the player and terrain that's far away never meant to be seen up close. Both work completely different. Usually what you see in game engines though (both Unity and Unreal for example) is a terrain editor that has a splat map to blend through textures and that's mostly shader work, not actual texture creation. On the other hand, there's a lot of studios that use something like world creator (it's a software) and they create terrain chunks in there, I've no idea how they setup the textures for them.
Apart from that, I have a few thoughts for example uses of this materials but probably going to be awhile till then, since they require a lot more time to setup. Most of the materials here will work just fine on a plane, now what you can do is create a low poly mesh that either has overlapping UVs or just unwrap it like you normally would and just add the material tiling it to the correct value. However, do keep in note that overlapping uv's usually will create artifacts if you're going to bake lightmaps (Unless you provide a second UV set for them but that still depends on the engine).
By observing other games though that used substances, you'll notice that it's usually just a plane with the substance and they add decals on top and some small meshes to differentiate.
Of course take all of the above with a pinch of salt, all this is info gathered from reading posts/forums or observation so there's probably a lot more ways to do stuff, but the magic sentence is "whatever fits in your workflow, is the best"
Makes sense to me, thank you for the break down. I've seen the type of detailing you mentioned on the higher end Unity Asset store environment packs. -- "usually just a plane with the substance and they add decals on top and some small meshes to differentiate."
I've definitely seen it in R6 Siege and I'm pretty sure on the COD that used Substances ;) In Uncharted they probably did quite a few things differently since the range of enviroments change a lot there
Cool, just subscribed... I did notice you merged TP with Climb System. Just to let you know, if you had a TP that could climb, and a few other things that usually come with TP shooters or TP survival characters, I will purchase simply for the quality you offer. Current TP's on the Unity Asset store are OK, I'd say Opsive TP is probably the most complete. But there climb system don't come close to yours. There are other up and coming TP's that have great potential like Invector TP, TPMotion controller looks promising. But like I said the quality of your work is second to none on the Asset store. Keep it up and keep the faith...
Thanks :) I've added the advanced third person controller to the climb system yes. So it's everything you see in the videos, it's there too (I've just disabled the basic climbing of the ATPC since there's the whole climb system, though I might actually just re-enable it but keep it for specific ocassions).
I'm also working on a new update for the TPS redux, which will be more focused on an action experience, it will have climbing but more like what you see in games like MGS 5 or other action games, that's solely because I have a clear vision for it and just adding features to that one just for having them was both fatiguing and made it more complex than it has to be.
So hopefully in a few months there would be 3 controllers to choose from. The basic ATPC, the ATPC with the Climb System and the new TPS tailored controller. The first two would be pretty much the same though, just the basic version of the ATPC will be more for building other controllers on top of it. For example, the new TPS controller, though it would be very heavily modified
I hope it's not too confusing hah
have you tried flipping the grout color and the tile color? the result was feels more realistic, since the color was a bit tone down.
I wanted to have more of a ground base for this one instead of grout but yeah you can do a lot of stuff to make sure it suits what you're going after, that's the magic of procedural texturing :)
Amazing tutorial, thank you so much!
I'm new to Designer so this may be simple to fix. In the 3D view, the surface turns into something off a mirror where everything looks like it disappears into nowhere. If you understand and can answer my question thank you but otherwise thanks for trying?
Again, brilliant tutorial, thanks a bunch!
Sounds like for some reason it looses the textures, if you right click in the graph and then show to 3d view it should show them back again. If of course there's textures to show and your outputs have proper ids. Use templates to make sure they do and have something to show as well. If you still have problems and think it could be a software bug then do a forum post.
Ahhhh ok. I'll give that a go. Thank you very much!
lol... "if something doesn't work, just add dirt"... that made me laugh :D
™ :P
could you make a street asphalt please
Hi! Thanks so much for your material breakdowns. They're super cool and really helping me learn Designer. If you have time, I could use some help. I spent hours following your Stone Floor - Substance Designer Material Breakdown tutorial carefully. My node tree is all setup, but my final result has a lot more dirt ground than stones. Even though I followed your numbers carefully, mine feels like the AO/shadows/blacks are really weak, the white highlights are dull, and the overall depth of the whole project feels very flat (even with Normal to 20 or above.) I've been combing over my nodes and found some mistakes, but haven't solved it completely yet. Any ideas where I went wrong? I can send you the file if you're interested.
Make sure you raised the scale on the material side as well and that you have enough tesselation in case you are not using the hires plane (and make sure you are on tesselation as well, paralax will give you height also but the effect is better). Apart from that it sounds like your height values need work. You can download my material from my patreon page and give it a look, they are free to download.
Thanks so much!! I'll look into it and get back to you.
Hi! Can you make a tutorial for great substance tiles for Archviz? with color variation, gap, luv your tutorials :D
Do you have any reference photos?
Yes, something like this or like the ones in substance source imgur.com/a/HZDNr
This are fairly simple to do construction wise so I don't believe I have anything interesting to add on a video for them. I've done some marble tiles and a few others in the past, you might want to take a look on those videos
your material looks so much better than mine lol
It's just practice
I'm using 2018.1 so it's been a while now but I can't seem to connect the height blend node into a blend node
Unfortunately I haven't upgraded to newer versions so I can't help
For some reason I am not getting the depth required. Surface looks completely flat.
You need to raise the scale in the material, if you are using a low res mesh you also need to raise the tesselation factor (if you are using paralax occlusion then only the scale would probably suffice)
where can I find the tesselation factor parameter ?
is anyone else having trouble finding the heght blend node?
I cant find it and i needz it. =) any help appreciated.
Great tutorial BTW, subscribed and stoked to watch more.
It was added in 5.6 so make sure you are on that and above
Thanks, just downloaded and will finish the tutorial. Seriously, thanks. This is a great tutorial and an even better channel. I too do tutorials (for the Autodesk Stingray engine) and I know what it takes to make a good tutorial. Yours are as good as they get. Keep up the great work!
You're welcome and thank you for your words!
hi , what graphics card do you use ?
gtx1070
thanks
Poly wraios. Psilo standart gia ellada :)
This is a great tutorial. I've added some nodes, removed a few nodes, and exposed a bunch of values. This is my SBSAR in action in Unity - changing some slider values to dissolve more or less of the tiles into the ground.
ruclips.net/video/ODRxuVnCfuk/видео.html
Looking good :)
Ελληνας???
Yeap
Μπραβο φιλε εχω κανει ηδη subscribe , εχεις βγαλει πολυ ωραια materials. Σιγα σιγα θα δω ολα τα βιντεακια σου!
Thanks
Greeks do it better aye;)