Substance Designer for Zbrush-like Sculpts? - It is possible!

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  • Опубликовано: 24 дек 2024

Комментарии • 44

  • @Substance3D
    @Substance3D 6 месяцев назад +11

    Hi @JohnnyHalcyon3D! Your tutorial is a fantastic resource for the 3D community, and we've added it to a playlist on our channel so others can learn from you. Keep up the great work!

    • @jayantbhatt007
      @jayantbhatt007 6 месяцев назад +2

      Please hire him :D so we could see wonderful tutorials

  • @tanayparab4980
    @tanayparab4980 Год назад +6

    The tapering detail actually makes it so much more better! Pretty neat technique!

  • @hansonwang8733
    @hansonwang8733 Год назад +5

    it's always inspiring to listening to you Johnny! amazing tutorial!

    • @Johnny_Nodes
      @Johnny_Nodes  Год назад

      Thanks dude, you and your group were really wonderful to instruct - glad everyone's killing it

  • @ChaviAllen
    @ChaviAllen 3 месяца назад

    I'm currently a student studying Animation and Game Art, and I have an environment scene coming up for my midterm. Your videos have been indispensable to my start in learning Substance Designer! Hopefully I can make something cool. Thank you so much for these tutorials and demos!

  • @satyakimandal6572
    @satyakimandal6572 Год назад +3

    Please continue with the tutorials! These are really really helpful!

  • @jonataswilliam5354
    @jonataswilliam5354 Год назад +1

    Thanks for sharing your knowledge. Your videos teach me a lot, and bring a solid foundation to continue studying!!

  • @Braytonks3D
    @Braytonks3D Год назад +2

    Thanks for sharing Johnny :)

  • @SDB_Dev
    @SDB_Dev Год назад +3

    Great video! I always found it really hard to nail Stylized Cracks. I usually ended up drifting into realistic territory when I tried adding more details to my cracks. These look really clean.

    • @Johnny_Nodes
      @Johnny_Nodes  Год назад +1

      Appreciate it! Yup my experience is generally that people working towards "Stylized Stuff" wind up with that issue for sure (So much for sylized stuff being easier!) Alot of the time it's a combination of careful observation of your reference and then knowing some cool tricks like these.I find Photoreal stuff to be a little more forgiving since you can throw noise at it more readily (in general)

  • @weegson
    @weegson Год назад +3

    This is sick! I love your work and thanks for taking the time to make the tutorial. Hope to see more 😉

  • @prozotyke947
    @prozotyke947 8 месяцев назад +1

    youuu are a gemmmmmmmmmmm this is so muchhh helpfulll thank youuu

  • @nashonightmare
    @nashonightmare Год назад +3

    Very helpful tutorial. I really liked how you used Auto levels with the Bevel node.

    • @Johnny_Nodes
      @Johnny_Nodes  Год назад +1

      Working while knowing 100% you're using normalized values is usually really good!

    • @nashonightmare
      @nashonightmare Год назад

      @@Johnny_Nodes Thanks for the tip buddy

  • @kassondrakrahn
    @kassondrakrahn 10 месяцев назад +1

    oh hi friend. i was looking up a tutorial for this and boom after a few second was like JOHNNY HI

  • @ezgiyurekli9397
    @ezgiyurekli9397 Год назад +2

    Thank you so much for sharing your tips ^^

  • @-PhilGibson
    @-PhilGibson Год назад +1

    i like how in-depth you go when explaining the nodes, modes, diff ways of approaching the same result etc etc. have you created any paid courses where you go in-depth on everything(and i mean everything[patterns, noises, filters, generators etc as well as map order creation, best map{normal, ao, etc} results], all that jazz)? i want to properly learn designer but am struggling to find courses where they actually know what theyre talking about.

  • @Soulsphere001
    @Soulsphere001 Год назад +1

    I wonder if this is similar to the technique people use to make veins and other cracks that just end at some point. I have found it difficult to create a vein-like or crack-like map that has end points in it that look good. Though I suppose another possibility is to create a few crack shapes and throw them into a Tile Generator/Sampler, but then the shapes would appear much more separate. Maybe that's not a bad idea for a video, since I think I've only seen one video with someone doing that and I can't find it anymore. They were creating a cracked dirt ground, but that's all I recall.

  • @junyaleng2165
    @junyaleng2165 Год назад

    Really nice technique,thanks!

  • @stofftieranimation2107
    @stofftieranimation2107 Год назад

    13:23 by trying ti get in the bevel the distance down to zero ther still remains some white tiles. Some solution to this? And in my tile gen the black gabs goes smaller by scaling up instate of scaling down

    • @Johnny_Nodes
      @Johnny_Nodes  Год назад

      I'm not sure I understand what you mean

  • @MaxPuliero
    @MaxPuliero Год назад +1

    thanks!

  • @EthanFilms
    @EthanFilms Год назад +2

    10th view, 5th thumbs up. Great video!

  • @Viterkim
    @Viterkim Год назад

    Whats the easiest way to shift the cracks around per tile so it doesn't look like a big pattern?
    And an easy way to not have as many cracks randomly, just multiply some blurry big clouds noise or something over the entire thing?

    • @Johnny_Nodes
      @Johnny_Nodes  Год назад

      I do this in my video on crack seperation locates here:ruclips.net/video/FhMVE9aTNH8/видео.html - As for not having as many cracks, I would just multiple over a flood-fill to random greyscale that you level to get either white or black

    • @Viterkim
      @Viterkim Год назад +1

      @@Johnny_Nodes You're the best. Great content man, thank you a lot.
      Could you do a video on specific things like coloring and "correct" roughness values? Currently i feel like it's a complete guessing game.
      It's like, most tutorials are all about the early steps and building up 1 great heightmap, but then getting that heightmap into color and roughness is very tricky :D

    • @Johnny_Nodes
      @Johnny_Nodes  Год назад

      @@Viterkim Yup I can do some small one on those specifically but my plan is to also to also make some much longer full material videos' that will be for sale/on my patreon - I imagine parts of those will also make it to YT

  • @mortred.lvl565
    @mortred.lvl565 Год назад

    Awesome! :D

  • @goobda_
    @goobda_ Год назад +1

    Thanks for this. Do you think material art has a good future? Or the opportunities will keep declining in the coming years?

    • @Johnny_Nodes
      @Johnny_Nodes  Год назад +2

      I don't get the impression they are declining at all! I know people really struggle to find good material people. I'm not as confident in AI in this area and I also feel like there will always be people/industries/companies/styles that value these being human-built!

    • @goobda_
      @goobda_ Год назад

      @@Johnny_Nodes Thank you for the insight! Much appreciated!

    • @TheHighFlys
      @TheHighFlys Год назад

      @@Johnny_Nodes I feel it's more of do we need complicated materials that substance offers when you can do proper material layering and extremely highly dense poly meshes within Unreal Engine 5's nanite, only area I see it being helpful is proceduralism which you can just make things modular or live booleaned in ZBrush

    • @harrysanders818
      @harrysanders818 Год назад

      @@TheHighFlys Unreal 5.4 will re introduce Material Based Displacement. Sure bet this will be HUGE for Substance Designer use in conjunction with Nanite, as it enables you to keep your games package size low by simply bypassing importing all this hard coded ZBrush multi mio poly sculptures, and, instead be able to generate Nanite Tesselation procedurally for all things Environment related, like Trim Sheets and Tiling Textures, even to be used on Landscape.

  • @conner101howard
    @conner101howard Год назад +2

    For the engagement

  • @UnrealEDD
    @UnrealEDD 23 дня назад

    something is wrong with his voice... It's was vibrating 😅

  • @goober7535
    @goober7535 7 месяцев назад

    if you're gonna post stuff and tell yourself you're helping people you could really work on taking the time to explain what you're doing