One issue I have found with this method is occasionally the tile generator will make 2 squares the same color and edge detect will join them, I think a slightly better method is just have the tile generator place large paraboloids with max blend mode into an edge detect.
It is enough to make the texture size uneven (not 1:1), and the hexagon will fit perfectly together, without disturbing its ideal shape. It's just that everyone is used to the uniform size of textures, but there are exceptions to the rules.
Bevel to 1 tip is just awesome!! I would love to see more stylized materials breakdown. Also height tips and tricks like how to mix large details with mid and small details :) oh yeah and most of all some coloring tutorials. Aaaand must say i still not fully understand how you did your cobblestone because it looks awesome, really more like hand sculpted xD (would like to know more)
At some point I'll be going through most of the heightmap for some cobblestones on here - I will likely have the full tutorial up on my Artstation as well
Most useful SD tutorials, thanks! If there is a desire and opportunity, it would be great to see some examples of creating decals that remain after explosions or bullet impacts. Or maybe some tips on making nice looking heightmaps (for Parallax Occlusion Mapping, for example) in the right range of values
You can always adjust the ranges and such in your shader in your game engine or 3D rendering software. In general for Parallax Occlusion Mapping heightmaps, I recommend clean shapes without much micro detail; rely on your other texture maps to cover that.
@@Johnny_Nodes in some programs the heightmap range varies from -1 to 1, in some from -0.5 to 0.5, in some from 0 to 1 usually this has to be adjusted depending on the software,, but I just would like to know how it is "more convenient" to work with this in Substance Designer
@@untitled_exr In almost all those cases you can change that mapping. Your height map textures in Designer go from 0-1 with 0,5 being the middle point. Unreal for example will use 0 as the point from which it scales up, so in there I prefer to remap to -0.5 to 0.5 (in shader)
Point being in all cases you can make a normalized 0-1 heightmap in designer and alter the mapping in your target application. It shouldn't change how you think about it in designer. @SDB_Dev has the right idea
Thank you so much for the tutorial Johnny. If it's possible i wanted to give an idea for a next tutorial, Stylized Grass or any type of grass for example, the issue many people face is the grass leaves must be on top of each other instead of intersecting each other which gives some very bad results and i can't find anyone who has a solution for such a thing. Thank you so much again and i hope you like the suggestion. ( I hope you see what i mean xD ).
@@Johnny_Nodes That's awesome, i knew i asked the right person for it. I hope that you would consider making a video about it, it will be helpful for tons of artists out there. Thank you so much again.
One issue I have found with this method is occasionally the tile generator will make 2 squares the same color and edge detect will join them, I think a slightly better method is just have the tile generator place large paraboloids with max blend mode into an edge detect.
Thanks a lot for publishing such consistently quality tutorials this fast! It's not an easy task! Bravo!
It is enough to make the texture size uneven (not 1:1), and the hexagon will fit perfectly together, without disturbing its ideal shape. It's just that everyone is used to the uniform size of textures, but there are exceptions to the rules.
I'm not sure what you mean
6:16 Be intresting to see how you could make some bigger hextiles and still have the smaller ones! ^^
please do more stylization tutorials
Thank you for showing off this method as it looks _sooo_ much easier to work with.
It's very cool! Thanks for the knowledge!
Thank You !!
Bevel to 1 tip is just awesome!! I would love to see more stylized materials breakdown. Also height tips and tricks like how to mix large details with mid and small details :) oh yeah and most of all some coloring tutorials. Aaaand must say i still not fully understand how you did your cobblestone because it looks awesome, really more like hand sculpted xD (would like to know more)
At some point I'll be going through most of the heightmap for some cobblestones on here - I will likely have the full tutorial up on my Artstation as well
Most useful SD tutorials, thanks!
If there is a desire and opportunity, it would be great to see some examples of creating decals that remain after explosions or bullet impacts. Or maybe some tips on making nice looking heightmaps (for Parallax Occlusion Mapping, for example) in the right range of values
We can easily do decals/impacts etc. In terms of heightmaps, im not sure what you mean by "nice" or "right" range of values 🤔
You can always adjust the ranges and such in your shader in your game engine or 3D rendering software. In general for Parallax Occlusion Mapping heightmaps, I recommend clean shapes without much micro detail; rely on your other texture maps to cover that.
@@Johnny_Nodes in some programs the heightmap range varies from -1 to 1, in some from -0.5 to 0.5, in some from 0 to 1
usually this has to be adjusted depending on the software,, but I just would like to know how it is "more convenient" to work with this in Substance Designer
@@untitled_exr In almost all those cases you can change that mapping. Your height map textures in Designer go from 0-1 with 0,5 being the middle point. Unreal for example will use 0 as the point from which it scales up, so in there I prefer to remap to -0.5 to 0.5 (in shader)
Point being in all cases you can make a normalized 0-1 heightmap in designer and alter the mapping in your target application. It shouldn't change how you think about it in designer. @SDB_Dev has the right idea
great job
Thank you so much for the tutorial Johnny.
If it's possible i wanted to give an idea for a next tutorial, Stylized Grass or any type of grass for example, the issue many people face is the grass leaves must be on top of each other instead of intersecting each other which gives some very bad results and i can't find anyone who has a solution for such a thing. Thank you so much again and i hope you like the suggestion. ( I hope you see what i mean xD ).
Thats so funny I was thinking about this this morning - I DO have a solution
@@Johnny_Nodes That's awesome, i knew i asked the right person for it. I hope that you would consider making a video about it, it will be helpful for tons of artists out there. Thank you so much again.
Thats really a cool idea for a tutorial thanks
@@ezgiyurekli9397 Thank you 😉
For the engagement