Creating "Hand-Painted" Textures in Substance Designer

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  • Опубликовано: 4 янв 2025

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  • @adamplechaty
    @adamplechaty 4 года назад

    2021 here, this is brilliant, went back to this tutorial and redone my previous try. Much better now and really enjoyed your commentary. You actually explain things unlike other people who monetize their stuff. Hope to see more from you! Peace.

  • @charles3dart683
    @charles3dart683 3 года назад

    Thank you for a great tutorial. It worked just like you showed in the video. Hope to see more from you :)

  • @nuxbyte
    @nuxbyte 7 лет назад +1

    I appreciate you releasing tutorials like this, for free nonetheless. It really helps people who want to get into CGI learn when money and time is rare.

  • @orthovasky
    @orthovasky 5 лет назад

    People like you make the world a better place

  • @Sythos1
    @Sythos1 7 лет назад +1

    Not one to normally leave comments, but this has been really cool to learn. Would love to see some more stylised substance videos to come. Thank you!

  • @lililisboa4154
    @lililisboa4154 6 лет назад

    This is the best tutorial for stylization in Substance Desginer I've seen so far! Thank you so much! Learned a lot

  • @TriggeredUnited
    @TriggeredUnited 6 лет назад

    A way to remove the seams is to insert a tri-planar node.
    You insert it inbetween the Gradient map and Vector Warp Grayscale.
    Simply plug the Gradient Map into the "Input" of the Tri Planar Node and the seams will vanish.

  • @annpolau2278
    @annpolau2278 7 лет назад +1

    Thank You very much for step-by-step demonstration :)
    Your tutorials are like clean oxygen, after many "breakdowns", that i was unable to follow ...

  • @jeronimocollares320
    @jeronimocollares320 3 года назад

    Amazing tutorial!

  • @hermanjarl
    @hermanjarl 6 лет назад

    I want to thank you for this tutorial, you just made me buy Substance Designer! Thank you!

  • @parahive4067
    @parahive4067 2 года назад

    Thank you so much for this tutorial, was exactly what I was looking for

  • @joserororo9240
    @joserororo9240 5 лет назад

    Thanks for the tutorial, it has been very easy to follow and useful, un saludo

  • @habsi70
    @habsi70 8 лет назад

    Thank you for sharing, especially your default settings opened my eyes :)

  • @arrakis2374
    @arrakis2374 7 лет назад

    this is great! you have a very good style of teaching

  • @jackthewhite12
    @jackthewhite12 7 лет назад

    really good!! better than even 3d motives series on substance designer!! I am picking up substance designer from using neotextureedit, it would be awesome if you could create a video going over the different generators in substance. I often don't know what I am creating when I first start and I like to mess around and create unique effects.

  • @EFIHCEKA
    @EFIHCEKA 7 лет назад +1

    you deserve way more clicks, mister!

  • @BigHeavyLove
    @BigHeavyLove 6 лет назад

    you are a create teacher man, thanks!

  • @IceSorceress
    @IceSorceress 4 года назад

    Helpful even in 2020, thanks a lot!

  • @juanandresmorenoovalle2993
    @juanandresmorenoovalle2993 2 года назад

    Thank you, it works perfect!

  • @googleinc6033
    @googleinc6033 4 года назад +2

    To fix the weird artefacts you get with the grunge map you can do this instead: Delete the second tile sampler and just use the first created, Tile Sampler-> Edge Detect -> Flood Fill -> Flood Fill to Random Color -> connect back to the -> Vector warp grayscale. you're welcome.

  • @KaustavMajumder
    @KaustavMajumder 4 года назад

    I cannot seem to figure out how you got the Exposed Inputs on the Base Material on the left side at timestamp 2:53.
    Sorry noob question probably! Willing to learn. Please help. using Substance Designer 10.1.0 Build 3468.

  • @HarvestrX
    @HarvestrX 6 лет назад +1

    Good video, but at almost 2 years old now is it true that you don't find that many tutorials on hand painted materials? I'm working on a thesis that deals with using procedural methods (both coded via shader languages and application-generated) and would love to know more about what is out there and learning how to better my skills in this field.

  • @SwissCow85
    @SwissCow85 7 лет назад

    thank you very much !
    one of the usefulness tutorials i ever saw

  • @sean8306
    @sean8306 7 лет назад

    this was awesome, and so helpful, thank you !!!

  • @VladimirOnOccasion
    @VladimirOnOccasion 8 лет назад +7

    another nice tutorial...thanks

  • @KalponicGames
    @KalponicGames 2 года назад

    Hey does this need an update. I am starting out learning substance designer for hand-painted textures. Going to use them in unity LTS

  • @asiawilk
    @asiawilk 7 лет назад +1

    Thank you for this tutorial! Really helpful :)

  • @S.Krezel
    @S.Krezel 8 лет назад

    Thank you for the tutorial, really interesting effects! I'm in 27:20 right now and you tweak the AO node, but for me it doesn't change anything, it's like AO doesn't show at all in my 3D Preview. I've tried to recreate your starting setup, but maybe I've missed something...? I've created the AO output just like you have, but maybe there is some additional step to make it visible in 3D preview? Sorry, newbie here :)

    • @S.Krezel
      @S.Krezel 8 лет назад

      OK, I've figured it out: You need to right click somewhere in graph and select 'View outputs in 3D View'.

    • @S.Krezel
      @S.Krezel 8 лет назад

      BTW. I see that the Ambient Occlusion node is different in 5.6, it creates sharp results that don't fit the handpainted style. I've just plugged the 'Curvature Smooth' output into Ambient Occlusion input and it looks ok :D

    • @S.Krezel
      @S.Krezel 8 лет назад

      imgur.com/a/jLkvJ finished the tutorial! :) Thank you, these were my first steps with Designer. It's fun! My result looks different, probably because of this AO node.

  • @bretbranson7780
    @bretbranson7780 6 лет назад

    Your the man, this was a great tutorial

  • @Captt95
    @Captt95 6 лет назад

    For the base node; at 3:00, how does he have those three extra dots on the left side of the "Base Material" Node? i cannot figure out how to do that.. im also very new to this program

    • @BlackhartFilms
      @BlackhartFilms  6 лет назад +1

      Click on the base material node, look at the instance parameters (usually found to the bottom right) and find the tab called "User-Defined Maps". You need to enable the inputs you want to be using. By default I have enabled Normal, Ambient Occlusion, and Height.

    • @Captt95
      @Captt95 6 лет назад

      Thank you!!!

  • @BillWomack
    @BillWomack 8 лет назад

    Great work! I learned a few new tricks, and all before breakfast. ;-)

  • @MEATHEADBooYA
    @MEATHEADBooYA 8 лет назад

    This looks awesome!, But I do have some questions creating stylized materials in SD does that not take some time over say using Zbrush and creating a highpoly and baking it with its base colors. I think it would be faster just to do that over creating the normals with all the node setups.
    Use Zbrush to great your base then go into SD to do more detailed stages.

    • @AceAlmighty13
      @AceAlmighty13 8 лет назад +2

      It all depends on your workflow. I'm horrible with Zbrush, so it would probably take me forever to create a stylized texture. But with SD I can probably have it put together in a couple of hours. With it being completely procedural and custom parameters for changes in size, color, tile count, etc.

  • @FSOL121
    @FSOL121 7 лет назад

    How do you get the base material node with all of its inputs????

  • @marijanfabris9983
    @marijanfabris9983 6 лет назад

    is there any plugin that can apply any PS filter but taking geometry into account? so the effect could be seamless? thank you

  • @febelin8908
    @febelin8908 6 лет назад

    It is very thank you ! Great job!

  • @vincentortega6812
    @vincentortega6812 6 лет назад

    This is a really good tutorial! A quick question: how do you turn off the reflectivity on the material (my cube is super shiny)? I'm pretty new to SD and I'm sure its something simple.

  • @guillermocorreaparedes974
    @guillermocorreaparedes974 7 лет назад

    Great tutorial, congratulations. But when I export this material to Substance Painter 2.5 and apply it in a cube mesh only get a blue cube, without roof style. Any idea to resolve this problem?

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад

      Guillermo Correa Paredes starting basic here: is the cube properly UV unwrapped?

  • @sadeghmirzaee8258
    @sadeghmirzaee8258 6 лет назад

    very very useful. really thank you. be energetic and good... god bless.

  • @cutelittletiger
    @cutelittletiger 7 лет назад +3

    Thank you so much for this tutorial. I used to thought that Substance painter and Substance Designer are for more realistic texturing. I'm interested hand painted materials but it's takes a bit too much time just to paint everything in and yet the material is not reusable. I think I will have to reconsider my work flow now haha. Do you have any other tips regarding working hand in hand with other programs like zbrush?

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад

      Not personally a sculptor myself, but if you're able to export from Zbrush as OBJ, you can take those into painter and work on them there. Get a relatively flat matcap looking base material, and then build up your paint layers on top of that. Painter has some great particle and physical brushes too to help with more organically painted looks.

  • @Martial-Mat
    @Martial-Mat 5 лет назад

    Amazing.

  • @hdeis
    @hdeis 8 лет назад

    Thanks a lot for this!

  • @anng95
    @anng95 7 лет назад

    thank you, really nice tutorial

  • @PiNPOiNT2K
    @PiNPOiNT2K 7 лет назад

    It is possible for the tiles to extend off the side of a plane for example. Like if you used this substance on a roof of a building, the ones along the edge could make a nice broken up shillouette instead of just a smooth edge?

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад

      PiNPOiNT2K if you used Geo with a broken up edge, or used a gradient with a rough edge applied to the alpha channel you could achieve that effect when applied to an object in a game engine. Typically for things like broken shingles and bricks you would work on creating Geo that helps give that effect

    • @PiNPOiNT2K
      @PiNPOiNT2K 7 лет назад

      ah, ok that makes sense, thanks

  • @kyletallant11
    @kyletallant11 7 лет назад +1

    Late reply, but when I create the vector color map I'm leftover with a lot of artifacts around the edges. When I choose colors for the map it adds a rainbow effect in the gradients that I can't seem to get rid of it. Any ideas? I've followed this tutorial a few times yet nothing seems incorrect. Thanks.

  • @semirukiya5308
    @semirukiya5308 7 лет назад

    This tutorial is really cool, but I have a question about Your PBR Output Template. I was trying to create it myself but I have no idea how You did add some Inputs into Base Material. Can You help me?
    Cheers, Me.

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад +1

      At the bottom of the "Base Material" node there should be a section titled "User Defined Maps", toggling those true and false will turn on and off inputs for the node.

    • @semirukiya5308
      @semirukiya5308 7 лет назад

      Ah... There it is. I have so many things to learn about this program yet, but anyway, thank You for Your help! And yet again, You're a very good teacher, thank You for Your tutorials :D

    • @violentcrumble6720
      @violentcrumble6720 6 лет назад

      how do you then save it as default? can't seem to find the option anywhere.. either that or it's named cryptically

  • @karaokebozo
    @karaokebozo 8 лет назад

    Hi! Thanks for taking the time to put this together, as a newcomer I found it very insightful. I had a general question regarding the 'Material:Height' scale as defined from the 3D View in the Materials > Default > Edit menu. What would you recommend having this this scale set to? I found out after working through a few tutorials that I had it at 0 (seems to be that way by default), and my materials where looking rather flat, but at a scale of 1 certain fine details become spiky/jaggy. Is it best when starting to set it at 1 and build the material based on this scale? Does this have an impact when bringing the material into Unity for instance, or is this purely for the preview?
    Sorry for the long question! Thanks again!

    • @BlackhartFilms
      @BlackhartFilms  8 лет назад

      The height option is just in the viewport for previewing how a little extra offset on top of the normal map might look; I believe it's using parallax occlusion. I usually set the value really low, 0.1 or 0.25; that "spiky/jaggy" effect is also part of the reason I use curvature smooth for height typically rather than raw height input, that same effect can show up in Unity at high height strength. For the most part, it's really not an issue, height just emphasises the normal map.

    • @karaokebozo
      @karaokebozo 8 лет назад

      That's really helpful, thanks a lot! I'm looking forward to your next Substance!

    • @hefeelslikeivan
      @hefeelslikeivan 7 лет назад

      Where do you set the POM value to 0.1 ? I can't figure out where it is.

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад

      In your 3D View; Materials-> Default-> Edit. There should be a material height scale.

    • @hefeelslikeivan
      @hefeelslikeivan 7 лет назад

      Awesome, it's so much better now, the default value of 1 looked insane.

  • @TheDerpyDeed
    @TheDerpyDeed 7 лет назад

    so I try to follow the workflow, normal, check, curvature smooth doesnt exist aaaaand stuck again T - T

  • @Gazzoth
    @Gazzoth 8 лет назад

    What I have to do if I want to export this texture to Unity 5?

    • @BlackhartFilms
      @BlackhartFilms  8 лет назад

      Gazz's 3D take a watch of my video on exporting for Substance painter. you do the same thing except drag your export into unity rather than painter.

  • @TheDerpyDeed
    @TheDerpyDeed 7 лет назад

    is there no way to turn a png into a material? I HAVE to paint in this messed up thing?

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад

      I do have a tutorial for taking an image and turning it into a PBR texture set: ruclips.net/video/qGOzY3Inva8/видео.html
      You'd be using Allegorithmic's Bitmap2Material, rather than Substance Designer. You don't "have to" paint things procedurally like I have done here, IMO it just makes things a lot easier and better for level design artists. Once you've made a procedural material, because its 100% computer generated, you have full control and flexibility to expose options to the artists to change the material as they want. Change the colour easier, change the number of tiles, change the number of cracks, the density of wood grain, etc... but if you just want to hand paint something and turn that into a texture set, you can of course do that too.

  • @sethenyoung
    @sethenyoung 8 лет назад

    Great!

  • @rafmrs
    @rafmrs 7 лет назад

    I really like your tuts man. Ever considered in making a patron?

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад

      Rafael Morais I've considered it, but having a really successful Patreon for people to support you requires a large and active audience. not quite sure I'm at the level for that yet.

    • @Nothingreallyexists
      @Nothingreallyexists 7 лет назад

      Thats not entirely true, but consider this, everyone has to start somewhere. I ran a Patreon with some success, but just actually having one is all that mattered in the beginning. If anything, I found that people were interested more in just single-time donations. Gumroad (pay what you want model) might be a good option for you, or simply including a paypal donation link. When people want to contribute, they must find an easy avenue to do so. I've found these videos to be quick and to the point, while being able to learn a few things along the way. You have a high production value, and careful consideration for your viewer. Just finished up your Mandala tutorial and I'm excited to start in on this one. I wish there were a few more :)

  • @entelecheiai4371
    @entelecheiai4371 3 года назад

    спасибо мужик

  • @AchebeGames
    @AchebeGames 8 лет назад

    AMAZING

  • @zigastrmsek2
    @zigastrmsek2 7 лет назад

    Why do these tutorials never adjust their UI size and are unreadable?

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад +1

      Creating a tutorial like this is a balancing act of screen real-estate. I need to have enough room to show all of the graph, to have a decent view of the 3D preview, and the 2D preview, and have enough room to read my controls on the properties panel to the right, and enough room to grab assets and noises from the explorer on the left... and there simply isn't enough room on a 16:9 monitor to really do that effectively. This is why when I'm actually working professionally, I work across 3 monitors, 1 screen is simply too restrictive. However, for the purposes of recording, I can't use multiple screens. Either I'd be constantly jumping between screens and confusing the audience, or I'd have the whole image crushed into some ultra-wide format which would then be truly too small to read. My recommendation to you is to watch in full screen on a monitor or TV, make sure you're streaming in full 1080p, and pause when you need to in order to get a better view of the interface. As it is, my tutorials are not intended to be followed button-press by button-press. I do mainly intermediate level tutorials, going over general considerations, techniques, workflows, etc... which you can then apply to your own art. If you just copy-paste my solution, you haven't really learned anything except how to perfectly recreate my one material. You should experiment, try to understand the conceptual principles behind what I'm doing to accomplish my outcome, and then apply those principles in creative and novel ways in your own projects to achieve new artistic results.

  • @PsychoticCakeReviews
    @PsychoticCakeReviews 6 лет назад +4

    Really struggled to follow this in 2018, nothing looked the same as your video

    • @Martial-Mat
      @Martial-Mat 5 лет назад +1

      Having to find the 2018 equivalents is actually far better for your absorbtion of the info though.

  • @Tony_I7
    @Tony_I7 7 лет назад

    yeah very nice! =D

  • @chiboreache
    @chiboreache 7 лет назад

    And what about tiling? That two dark lines are not looking good ;)

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад +1

      The way that Substance Designer's noise generators work, if you are creating a material 100% procedurally it should always be fully seamless and tileable. If you notice repetition in the tiling that you do not like, such as the regular splits in the wood, you can expose those parameters in your game engine and create several varieties of them to break up the uniformity. Internal details, so long as they don't cross over the edges of the frame, will not affect seamless tiling.

    • @chiboreache
      @chiboreache 7 лет назад

      >>>>create several varieties of them to break up the uniformity
      oh, great idea, didn't even think about it, explicit noise in SD is hurts me. I suppose this method deserving it's own tutorial ^_^

  • @adamplechaty
    @adamplechaty 6 лет назад

    Hi! Thank you very much for the tutorial, it was very well put together, understandable (3rd day with Substance here) and easy to follow. This is my version of your material (with you credited in the description) - any feedback welcome: www.artstation.com/artwork/O6kkK
    (Subbed of course)

  • @goonyart7489
    @goonyart7489 7 лет назад

    Best way is to learn to paint not to generate.

    • @BlackhartFilms
      @BlackhartFilms  7 лет назад +4

      Depends on the kind of production you're working on. A lot of modern productions are moving towards a mix of generated, scanned, and hand painted work. Scans and generated work is quicker and easier to implement, and provides more flexibility, hand painted is a lot harder and slower to iterate with. A technique like this allows you to instantly change in engine the number of tiles, the colours, how damaged they are, etc.... whereas an artist would have to go back and repaint those by hand otherwise. So it's helpful to be able to not just hand paint and understand the style, but also understand how to break that down technically into its constituent shapes and forms for generation.

    • @goonyart7489
      @goonyart7489 7 лет назад

      You are absolutely right its a none destructive pipeline. but you wont get the hand painted look

    • @ThatKid22101
      @ThatKid22101 7 лет назад

      good to use both I would say.