Ceiling Designer - Substance Designer Material Breakdown

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Sharpstance

Sharpstance

Күн бұрын

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@MaxPuliero
@MaxPuliero 8 жыл бұрын
best substance designer channel ever.
@sharpstance1417
@sharpstance1417 8 жыл бұрын
Thank you
@RaffaeleRoss
@RaffaeleRoss 8 жыл бұрын
Indeed!
@thenoodlegrush
@thenoodlegrush 7 жыл бұрын
Agree!!!!!
@borjalopez858
@borjalopez858 7 жыл бұрын
Thank you so much, as an Architecture student I find this super cool
@sharpstance1417
@sharpstance1417 7 жыл бұрын
You're welcome :)
@damiankijowski5374
@damiankijowski5374 8 жыл бұрын
Another awesome breakdown. Really nice to see new nodes applied, like Cartesian to Polar node.
@sharpstance1417
@sharpstance1417 8 жыл бұрын
Thanks! These two are really useful for designs like that (Cartesian to Polar / Polar to Cartesian). I've been playing around with these two and a circular splatter, the designs you can come up with are endless! Now to find a proper application for them :P
@FBellaloum
@FBellaloum 7 жыл бұрын
The Cartesian to polar helps alleviate the mapping distortion on spheres that pinch at the poles. pretty useful sometimes.
@Frobishersays
@Frobishersays 8 жыл бұрын
Wow awesome design ... Every time I am surprised more designs that you are uploading. My congratulations =)
@sharpstance1417
@sharpstance1417 8 жыл бұрын
Thank you again, I try my best :)
@thomasbriggs4718
@thomasbriggs4718 8 жыл бұрын
Thanks for all the great tutorials. I've learned everything from you.
@sharpstance1417
@sharpstance1417 8 жыл бұрын
You're welcome :)
@AceAlmighty13
@AceAlmighty13 8 жыл бұрын
A heads up on the Curvature Smooth color grading issue, if you highlight the node and set the tiling mode to Absolute, it should fix it and run as normal. Don't know why it happens but it fixes it and saves a couple nodes.
@sharpstance1417
@sharpstance1417 8 жыл бұрын
Thanks! I'll keep that in mind
@HelionDark
@HelionDark 7 жыл бұрын
Thank you. that cartesian and polar is goood .
@sharpstance1417
@sharpstance1417 7 жыл бұрын
Yeah it's really sweet and I haven't even skimmed the surface with all the designs you can get out of it
@1993LOL1993
@1993LOL1993 7 жыл бұрын
Love these videos!!
@sharpstance1417
@sharpstance1417 7 жыл бұрын
Thanks!
@ELDAN_
@ELDAN_ 4 жыл бұрын
thank you!
@PsychosisRecords
@PsychosisRecords 7 жыл бұрын
Very nice
@patchworkpants
@patchworkpants 7 жыл бұрын
This is probably a really dumb question but how do you draw those blue boxes around your nodes to keep them organised?
@sharpstance1417
@sharpstance1417 7 жыл бұрын
Right click and add frame, you can edit the title from the right after
@larylich
@larylich 7 жыл бұрын
Hello! When I try this, my normal map has a ton of artifacting in it, making it look very low rez and pixilated. Tons of zig zag junk all over it. The node is set to 4096x4096 so it's big enough and I can't find the cause upstream- all my other blending nodes look smooth. I tried deleting the normal node and making a new one and got the same issue. Any advice?
@larylich
@larylich 7 жыл бұрын
More specifically it's when you add the black in the background to fix the curvature map. That's then the normal map gets awful.
@larylich
@larylich 7 жыл бұрын
A work around: I took the normal map, exported it and took it into Substance Painter along with a flat plane and baked the maps. I then exported the normal map as a .TGA and reimported that into SD. That got the curvature node working. I don't know why it fixed the issue (not the best outcome) but it did.
@sharpstance1417
@sharpstance1417 7 жыл бұрын
It's usually the intensity of the normal map that can have this effect, most likely has to do with how it works but I can't be sure
@saurabhsaralaya1824
@saurabhsaralaya1824 7 жыл бұрын
I exported a .sbsar, to unity / substance player / b2m and all have different results. what do I need to do to get the same output as designer onto unity ?
@sharpstance1417
@sharpstance1417 7 жыл бұрын
There's a few tweaks you need to do in Unity, you can find them here www.allegorithmic.com/blog/substance-unity-5-tutorials (basically watch the videos that have Unity in the title because I don't remember which ones they are). In short you need to change color space to linear, disable antialiasing from the quality settings (you can still use as a post effect), turn the camera to HDR and finaly bake reflection probes and light probes (this can be done after you finish a level or something). There's also the case that a lot of reflections in SD/SP come from the hdri map and you probably don't want to use one of those as your sky in Unity. You can still override the reflections but they would look way off
@saurabhsaralaya1824
@saurabhsaralaya1824 7 жыл бұрын
I'll see what I can do.
@saurabhsaralaya1824
@saurabhsaralaya1824 7 жыл бұрын
I have seen these videos before, and it's not the issue. The textures are being generated differently in all these apps substance designer: gyazo.com/e56760eaf5d91d4b11ea739a55b3e294 .sbsar in b2m: gyazo.com/31dacc1a8ba9e4d34a76e40a3089c0fb .sbsar in unity: gyazo.com/cbfd4f86613018de94b2c1929b83b7ab and the values are at default
@sharpstance1417
@sharpstance1417 7 жыл бұрын
If I had to guess it's probably something with the random seeds of the substance, you can try asking on the forums for this since I've no idea what could cause it. (But still it's a fair assumptions that there's a random seed working somewhere). If you do find out then I'll be glad to know it too
@saurabhsaralaya1824
@saurabhsaralaya1824 7 жыл бұрын
I found your .sbs file and tried it in b2m and similar results showed up. and I think it has something to do with dependencies I keep getting these in the log. Can't find subgraph input: Input identifier: input_16 Subgraph Url: pkg:///multi_switch_grayscale?dependency=1260970920 From Graph: pkg:///shape?dependency=1247834381
@Bakuze_n
@Bakuze_n 7 жыл бұрын
Dude, congrats on getting your substance featured in Allegorithmic's newest trailer vid! Did you submit the footage to them or did they contact you about it? Awesome job, either way :D
@sharpstance1417
@sharpstance1417 7 жыл бұрын
I had it on Substance Share so they probably took it from there, it was probably entirely by accident but hell, I'll take it :P
@PiPiCatStudio
@PiPiCatStudio 7 жыл бұрын
why not use svg directly?
@sharpstance1417
@sharpstance1417 7 жыл бұрын
You can but I don't use it in the videos since they are about learning SD and not vector drawing. In your substances though you should use whatever makes your workflow faster. In this case though I kinda prefer the variety we get from procedurally making the design
@PiPiCatStudio
@PiPiCatStudio 7 жыл бұрын
great tut! which way is cheap for game running,vector or blend do you think?
@sharpstance1417
@sharpstance1417 7 жыл бұрын
hmm that's hard to tell, it would probably be best if you ask it on the forum and some actual Allegorithmic engineers can answer it. If I had to guess it could be blend, but really don't take my word for it
@AmitKilo
@AmitKilo 8 жыл бұрын
Why is this private?
@sharpstance1417
@sharpstance1417 8 жыл бұрын
I want to have at least one video each week so I make them public every sunday. I just post them on the patreon page earlier so I don't have to keep that in mind also. (And mostly because I can make a video public from anywhere and I can't upload the substances from any pc)
@Advection357
@Advection357 7 жыл бұрын
wow nice :D instant sub.
@sharpstance1417
@sharpstance1417 7 жыл бұрын
Almost instant thanks :D
@Advection357
@Advection357 7 жыл бұрын
hahaha
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