Making a worn glazed wood PBR Material in Substance Designer - Tutorial - Full-process series part 7

Поделиться
HTML-код
  • Опубликовано: 19 дек 2024

Комментарии • 51

  • @DanRickmanMedia
    @DanRickmanMedia Год назад +2

    Just finished a run through of this, really great tutorial, hit a few hurdles here and there but got there eventually (Still quite new to designer, nothing to do with the tutorial) I think the biggest takeaway I got from this vid was that you were able to showcase how some tiny changes in values can make a big impact on the final result.
    Thank you.

    • @debe3D
      @debe3D  Год назад

      Hey Daniel, appreciate the kind words and glad the tutorial was helpful! Guess you already found out, as the question is no longer there. However, the node you mentioned before is called "Base Material". If you want to use it, you need to set all the channels (like roughness, height, AO etc.) you need to true in the nodes settings. It's not needed, but it's quite handy for previews.

  • @pippidy
    @pippidy 3 года назад +4

    Tons of cool techniques you showed here. Thanks, friend!

    • @debe3D
      @debe3D  3 года назад +1

      Glad it was helpful! You are welcome!

  • @adiw537
    @adiw537 3 года назад +1

    Thank you very much for your help. I am a beginner of SubstanceDesigner. And I have learned a lot from your tutorial. I believe I still have a long way to go in SubstanceDesigner. I hope I can become as good as you. Thanks again.

    • @debe3D
      @debe3D  3 года назад +1

      Glad I could help you and that you learned something! Keep on and you will master it!

  • @williamlacrosse9389
    @williamlacrosse9389 3 года назад +1

    Underrated! Bro this is awesome! Thx for sharing.

    • @debe3D
      @debe3D  3 года назад

      Thanks! Glad you like it!

  • @_manu_yt
    @_manu_yt 2 года назад +3

    15:48 Please answer how did you do it? I really like your video, and at this moment I did not understand which key you pressed ;(

    • @debe3D
      @debe3D  2 года назад +1

      Hey MANUL, thank you! Do you mean how I minimized the node? You can do this on nodes which have one input and one output and are connected to another node. You only need to select the node you want to minimize and press "D" on your keyboard. Hope that helps!

    • @_manu_yt
      @_manu_yt 2 года назад

      @@debe3D Thank you very much! When I get home I'll try.

    • @debe3D
      @debe3D  2 года назад +2

      You are welcome! Just keep in mind that this doesn't work for example with the blend node, as it has three Inputs. Only with nodes with one input.

    • @_manu_yt
      @_manu_yt 2 года назад

      @@debe3D Thank you very much! I am very grateful.

  • @alx_visuals
    @alx_visuals Год назад +1

    Awesome tutorial thank you so much!

    • @debe3D
      @debe3D  Год назад

      Thank you, appreciate it!

  • @franciscoleiva2543
    @franciscoleiva2543 3 года назад +2

    Great tutorial. What are the first 4 nodes that you start with?

    • @debe3D
      @debe3D  3 года назад +2

      Glad you like it! :) The first four nodes are: Gradient Linear 1 -> Curve -> Tile Sampler -> Directional Warp (Intensity Input is another Curve node from the Gradient Linear 1). Hope that helps.

    • @franciscoleiva2543
      @franciscoleiva2543 3 года назад +2

      @@debe3D Thanks a lot!

    • @debe3D
      @debe3D  3 года назад +1

      You are welcome!

    • @franciscoleiva2543
      @franciscoleiva2543 3 года назад +1

      @@debe3D Sorry I meant the ones that are already there when the tutorial starts. I think they are Invert Grayscale, normal, ambient occlusion, but I cant quite figure out what the one on the right is.

    • @debe3D
      @debe3D  3 года назад +3

      Oh ok, I am using an Invert Grayscale node with Invert set to false as the last output, so I just need to connect my outputs for normal, height, and AO to only one node. The others are just the Base Material, the normal node with the intensity set to 6 and the AO node with a height depth of 0.09.

  • @AlejandraXimenaTorresDíaz
    @AlejandraXimenaTorresDíaz 10 месяцев назад +1

    Hello! Sorry to bother you, but do you think you could tell me which spline node you use along with the normals node and the ambient occlusion node? :(

    • @debe3D
      @debe3D  10 месяцев назад

      Hey Alejandra, no worries, feel free to ask! I am not sure if I understand correctly though, do you mean in the Albedo section? There is a Normal node that is connected to a "Curvature Smooth" node, and the same Normal node and an Ambient Occlusion node is connected to the "Dust" node.

  • @Anonymouse007
    @Anonymouse007 2 года назад +1

    at 1:02 how can I create those nodes, it seems that I can't see clearly the names of those nodes ( right part), appreciate if anybody could help me

    • @Anonymouse007
      @Anonymouse007 2 года назад +1

      Okay, the last right is base material and it need to turn on each of the map from false to true

    • @Anonymouse007
      @Anonymouse007 2 года назад +1

      at 7.04 when I put shadows, there's nothing appear.

    • @Anonymouse007
      @Anonymouse007 2 года назад +1

      Hurray, I've finished it. thank you for the awesome steps.

    • @debe3D
      @debe3D  2 года назад +1

      Hey Arief, sorry for the late answere. Awesome that you found out yourself! Let me know if you still have any questions left!
      Edit: As I got that question quite often, I'll upload my base setup this weekend so you can just use it yourself. I'll link it in the description of the videos.

    • @Anonymouse007
      @Anonymouse007 2 года назад

      @@debe3D I hope you also add on how to export the material, because in this video at the end of the video don't have that part.

  • @snehashisdas1623
    @snehashisdas1623 3 года назад +1

    Excellent, I want a full tutorial for that

    • @debe3D
      @debe3D  3 года назад +1

      Thank you very much, glad you like it! Did you try to change the video playback speed to 0.25? It's in realtime then and you should be able to follow this tutorial much better than normal speed where it's timelapsed. Hope that helps! I can't really do much audio recording at the moment to explain stuff, because I am missing a proper microphone I'm afraid.

    • @snehashisdas1623
      @snehashisdas1623 3 года назад +1

      @@debe3D thnx for ur suggestion.Never mind I'll do it. Btw keep growing man 👍

    • @debe3D
      @debe3D  3 года назад +1

      Great! Don't hestitate to ask if you have any questions, I'll try my best to help and also to keep growing. ;) Thanks!

    • @snehashisdas1623
      @snehashisdas1623 3 года назад +1

      @@debe3D Sure mate

  • @_manu_yt
    @_manu_yt 2 года назад +1

    15:48 how?

  • @ericokos1435
    @ericokos1435 2 года назад +1

    5.09 What key can you stretch like that

    • @debe3D
      @debe3D  2 года назад

      Hi Eric, to do it in the X or Y direction, you need to hold CTRL, if you take one of the corner gizmos, you need to hold Shift.

    • @ericokos1435
      @ericokos1435 2 года назад

      @@debe3D so the scratches are for some reason inverted and I was wondering how I could fix that issue I followed the guide to a T but it gives the opposite detail effect

    • @debe3D
      @debe3D  2 года назад

      Not sure, could be a couple of reasons. Are you using the right blending mode?

    • @ericokos1435
      @ericokos1435 2 года назад

      @@debe3D it’s okay now it just had to be tweaked

    • @debe3D
      @debe3D  2 года назад

      Great, nice that you found the solution!

  • @abcdeeeeff
    @abcdeeeeff 6 месяцев назад +1

    Kindly make human skin texture material

    • @debe3D
      @debe3D  6 месяцев назад

      Thanks for the comment! Maybe in the future, human skin is kinda difficult as it heavily depends on which part of the body the skin is. It differs a lot.

    • @abcdeeeeff
      @abcdeeeeff 6 месяцев назад +1

      @@debe3D kindly do skin texture of all body parts ,face, arms, legs, upper body,lower body. You can make a series of it for your channel

    • @debe3D
      @debe3D  6 месяцев назад

      That's actually a good idea, I'll keep that in mind, thanks!