Grass Material Breakdown. 100% SUBSTANCE DESIGNER!

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JP Levels

JP Levels

3 жыл бұрын

So this is a grass tutorial done on Substance Designer. But it does not necessarily follow what I have planned for this channel. Hope this helps in some way though to teach you guys a little bit about the game workflow and creation of textures.
Social media
Instagram - @jokeyjay24
Artstation - www.artstation.com/jokeyjay24

Пікірлер: 23
@derga74
@derga74 12 күн бұрын
I have watched quite a few Substance Designer Tutorials and graph breakdowns, but I found yours to be one of the best and easiest to follow, love how you take the time to explain the "why" of each node series you do and the way you present each chunk in a logical way. It made the whole process super clear and easy to follow. Thanks for all the effort you put into this it shows!
@andrewjhonatan8153
@andrewjhonatan8153 Жыл бұрын
"who want to listen to my voice for 1 hour" *me literaly watching and listening you talking for 1 hours 18 mins and still enjoy the video. Thank you for Sharing!
@noraa2612
@noraa2612 2 жыл бұрын
Literally spent about 2 days with this video it s been a massive help for my first designer material
@Magic0neGaming
@Magic0neGaming Жыл бұрын
Man said "it's just grass..." Me: "OMG WE FOUND GRASS LETS FUCKING GOOOO!"
@amitgeffner9145
@amitgeffner9145 11 ай бұрын
Thank you so much! This helped me out a lot with getting more detailed in my materials. Also learned about a few nodes along the way
@milos3d
@milos3d 2 жыл бұрын
Man... thank you. Seriously that was great!
@popopopbubblegum
@popopopbubblegum 3 жыл бұрын
Thanks for posting this! It's always super cool to see breakdowns.
@jplevels1295
@jplevels1295 3 жыл бұрын
Thanks for watching. Glad you enjoyed it, stay tuned for more. :D
@StonedTrainRide
@StonedTrainRide 3 жыл бұрын
Looks amazing !
@jaroslavgrafskiy5458
@jaroslavgrafskiy5458 Жыл бұрын
Thanks a lot for your wonderful lesson. All the best to you!
@NexityCreative
@NexityCreative 6 ай бұрын
the 12 seconds of darkness at the start had me thinking my youtube was broken
@ilyashka_levelart
@ilyashka_levelart 3 ай бұрын
Awesome breakdown, love it
@ChristianArdila
@ChristianArdila 9 ай бұрын
Thanks!, I learned a lot with this video! Great breakdown
@beephulk1136
@beephulk1136 3 жыл бұрын
I'm getting into texturing and for sure I love designing, can you teach one on one?
@kubakwiatkowski8523
@kubakwiatkowski8523 2 жыл бұрын
Hi, can you share sbsar file of this material to study it closely?
@Asm3ns
@Asm3ns 3 жыл бұрын
Nice tutorial, managed to pick up a few things! Few questions: How long did it take you to make this material? Would you create a material from scratch and explain your thought process, tackling any challenges as you go and stuff? Do you live stream at all?
@jplevels1295
@jplevels1295 3 жыл бұрын
Hey, thanks. It took me around three days give or take a day. I'm actually planning on posting another two tutorials in 2-4 days' time.
@pavaoakrap5026
@pavaoakrap5026 2 жыл бұрын
Hy and thanks for this tutorial, I m beginner in designer and this really helps...however I have a question....So, no matter what we do in SD when we use textures exported from it in other 3d software these textures start to reveal the repetitive pattern....even if tiling is fine and all good, but for example this texture of grass on field of lets say 500x500m would definitely show repetition. So, I was wondering what is the best approach for big areas? Like Unity has terrain editor tool, where i can compose more textures and simple use brush and paint over in dosing of my choice....so is it perhaps the best approach to create few textures but fully covering plane in SD....so for instance i create really dense grass texture with no holes....then i do dirt same way, pebbles, flowers....dead grass....and then simply paint it one on top of other in Unity? This is the part that's bugging me....cant get a grip of how its done on pro levels....like....is it the substance painter that does this stuff, can it be done exclusively with designer? Also, and related to this tutorial, your curvature smooth node that was derived from normal map is set to openGL....so you ve switched it, since its set tu directx by default? Why, and how does that transfer to final export? Thanks in advance for any tips...
@jplevels1295
@jplevels1295 2 жыл бұрын
Hey, Thanks for watching. As to this texture of grass specifically yes this is more for show than anything of the power of substance designer. If you aim to make something for in game or just an environment. My advice would be to create several simple textures like you mentioned (grass, dirt, dry grass, pebbles, flowers etc) and blend them together. I dont know much about it unity in terms of how you would approach the blending but the logic is the same regardless of what engine youre using. substance painter isnt needed for something like terrain. As for the curvature smooth. Direct X is just something im used to using with the normal map. The difference between Open Gl and Direct X is that when previewing it in engine it will either be inverted or not inverted. Usually Direct x works in unreal engine but on marmoset toolbag I have to invert it on the X axis for it too look correct. I hope that makes sense and hope you stick around for more videos to come!
@pavaoakrap5026
@pavaoakrap5026 2 жыл бұрын
@@jplevels1295 of course, your videos are precious and good....you give a good background for the workflow and a concept of thinking when it comes to SD. Thanks for explanation and looking forward for future videos....oh just one remark....at 1:05:50 its not clear where you draw flood fill from....its the only part of this tutorial I couldnt figure out....lol I have like 7 more minutes to finish the whole thing....so far all traceable but this one I just cant get...
@icantthinkofaname2722
@icantthinkofaname2722 Жыл бұрын
@@pavaoakrap5026 Tiling a texture will always have repetitive patterns no matter what tool you use to make them or how well they are made. If you tile the texture in Unity, you have to get rid of the problem in Unity. The way you solve that is with shaders. There are several techniques like adding macro detail (basically mixing in noise texture to add variation), or just hiding the repetition with foliage. One thing that does away for good with obvious patterns in natural textures is a technique called "Texture cell bombing", but it is a bit complicated to implement. It basically partitions the space the texture is tiled on using distance noise function (like Cells/Voronoi) and randomly offsets the UVs of each cell by a bit.
@littledemo3605
@littledemo3605 Жыл бұрын
Can u please 🙏 sharing source file?
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