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!
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!
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.
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)
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.
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.
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
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?
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
@@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
@@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
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!
@@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
@@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.
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!
Please hire him :D so we could see wonderful tutorials
The tapering detail actually makes it so much more better! Pretty neat technique!
Always a little trick like this
it's always inspiring to listening to you Johnny! amazing tutorial!
Thanks dude, you and your group were really wonderful to instruct - glad everyone's killing it
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!
Please continue with the tutorials! These are really really helpful!
appreciate it - uploading one right now!
@@Johnny_Nodes Haha already started viewing that :D
@@satyakimandal6572 LET'S GO
Thanks for sharing your knowledge. Your videos teach me a lot, and bring a solid foundation to continue studying!!
Thanks for sharing Johnny :)
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.
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)
This is sick! I love your work and thanks for taking the time to make the tutorial. Hope to see more 😉
youuu are a gemmmmmmmmmmm this is so muchhh helpfulll thank youuu
Very helpful tutorial. I really liked how you used Auto levels with the Bevel node.
Working while knowing 100% you're using normalized values is usually really good!
@@Johnny_Nodes Thanks for the tip buddy
oh hi friend. i was looking up a tutorial for this and boom after a few second was like JOHNNY HI
Thank you so much for sharing your tips ^^
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.
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.
Really nice technique,thanks!
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
I'm not sure I understand what you mean
thanks!
10th view, 5th thumbs up. Great video!
I was here!
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?
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
@@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
@@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
Awesome! :D
Thanks for this. Do you think material art has a good future? Or the opportunities will keep declining in the coming years?
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!
@@Johnny_Nodes Thank you for the insight! Much appreciated!
@@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
@@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.
For the engagement
something is wrong with his voice... It's was vibrating 😅
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
?