Hex Pattern Trick for Materials from THE FUTURE

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  • Опубликовано: 18 сен 2024
  • AHH the good ol' hex pattern. Want to make a forcefield? Hex Pattern. Need a UI targeting array? Hex Pattern. Slaps car of hood "This baby can fit so much future in it".
    It can be annoying to deal with making these by plugging a polygon into a tile generator, I prefer this little trick that makes it much simpler to handle.
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Комментарии • 23

  • @satyakimandal6572
    @satyakimandal6572 Год назад +4

    Thanks a lot for publishing such consistently quality tutorials this fast! It's not an easy task! Bravo!

  • @mrdixioner
    @mrdixioner 7 месяцев назад +1

    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.

  • @mattrdirks
    @mattrdirks 5 месяцев назад +1

    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.

  • @wythegao9812
    @wythegao9812 8 месяцев назад

    great job

  • @Soulsphere001
    @Soulsphere001 Год назад +2

    Thank you for showing off this method as it looks _sooo_ much easier to work with.

  • @mlv617
    @mlv617 10 месяцев назад

    Thank You !!

  • @Mitismagnus
    @Mitismagnus Год назад +2

    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)

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  Год назад +1

      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

  • @Choochufkhan
    @Choochufkhan Год назад

    please do more stylization tutorials

  • @untitled_exr
    @untitled_exr Год назад +1

    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

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  Год назад

      We can easily do decals/impacts etc. In terms of heightmaps, im not sure what you mean by "nice" or "right" range of values 🤔

    • @SDB_Dev
      @SDB_Dev Год назад +1

      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.

    • @untitled_exr
      @untitled_exr Год назад

      @@JohnnyHalcyon3D 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

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  Год назад +1

      @@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)

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  Год назад +1

      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

  • @nemsix4185
    @nemsix4185 Год назад +1

    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 ).

    • @JohnnyHalcyon3D
      @JohnnyHalcyon3D  Год назад +4

      Thats so funny I was thinking about this this morning - I DO have a solution

    • @nemsix4185
      @nemsix4185 Год назад

      @@JohnnyHalcyon3D 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.

    • @ezgiyurekli9397
      @ezgiyurekli9397 Год назад +1

      Thats really a cool idea for a tutorial thanks

    • @nemsix4185
      @nemsix4185 Год назад

      @@ezgiyurekli9397 Thank you 😉

  • @conner101howard
    @conner101howard Год назад +1

    For the engagement

  • @MissRandomCutie
    @MissRandomCutie Год назад

    6:16 Be intresting to see how you could make some bigger hextiles and still have the smaller ones! ^^