Substance Designer - Cliff with Moss Material

  Рет қаралды 9,988

Kalyson

Kalyson

Күн бұрын

Substance Tutorial. This is a TUTORIAL creating a game texture from the scratch on substance designer.
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Stylized Node: With this node you can create a very quickly Stylized Material just putting your own pattern.
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Пікірлер: 15
@FernandoSalcido-s4o
@FernandoSalcido-s4o Жыл бұрын
Where can I buy this specific tutorial? The full video.
@MadpolygonDEV
@MadpolygonDEV 2 жыл бұрын
hey, is this material available on your gumroad? I like this one alot
@ghua
@ghua 3 жыл бұрын
if anyone else has "zebra" pattern when connecting to hbao node it means input has wrong resolution - L8 instead of L16 change output mode in blend node to fix it
@mathieulehoux9878
@mathieulehoux9878 3 жыл бұрын
where is L8 and L16? im confused
@naisuuuu
@naisuuuu 3 жыл бұрын
@@mathieulehoux9878 The Blend node before the HBAO node needs to be Blend - 2048x2048 - L16. By default, yours will be L8 or C8. C stands for Color and L for Luminance. And the number is the bit depth of your node. For example : - C8 means Color 8 bits - L16 means Luminance/Grayscale 16 bits You'll notice that before the video starts the Blend going into the AO, Height, and Normal was already in place. Once you get to 1:32 in the video, you'll have to place a Blend node, then in the node's Base Parameters, go to Output Format. Select Absolute as the method of inheritance. Then change the drop down to 16 bits per channel. Then connect to AO, Height, and Normal just like he did and your output should match.
@JiajieLiang
@JiajieLiang 2 ай бұрын
OMG, thanks a lot! it did helps, i've been figuring out why its happening...
@sumdude5172
@sumdude5172 4 жыл бұрын
Just want to highlight 3:17 to 6:39 as a very cool way to add colour variation, ill def yoink this for my workflow. Did you figure out that method through trial and error?
@psy237
@psy237 3 жыл бұрын
the only thing i always wonder is, what the heck are they gonna do with their heightmaps. Are they all creating materials for movies? Or are also game creators doing that? Because, what exactly would your workflow be to actually create a game asset from this that has the height "baked to" geometry? And yes you're right, I'm not talking about boring planes, there the workflow would be easy and clear ;)
@Kalyson
@Kalyson 3 жыл бұрын
you can use Height map for a lot of things, recently games uses to apply tessellation (mainly on Terrain) so we use the height to make that "bump" (check any AAA games recently you'll see a tessellation option), another thing is to use parallax occlusion, games like Genshim impact use a lot on their environment and asset (even on these "planes") that makes a illusion of a bump there. another one we use directly to make "perfect" blends between textures in a environment using the height info to interpolate. check these 3 examples bellow. i2.wp.com/guardianlv.com/wp-content/uploads/2014/04/Tessellation-Stones.jpg?resize=640%2C365&ssl=1 doc.babylonjs.com/img/how_to/Materials/parallax-mapping.jpg i.ytimg.com/vi/hdjRNT3DGTM/maxresdefault.jpg
@psy237
@psy237 3 жыл бұрын
@@Kalyson Heyhouu!! You are my hero!! This is exactly what I still wanted to figure out for the game I'm creating!!! I was playing horizon, then also kena, and they both have awesome floor texturing with "displacement". so this is where tessellation and parallax occlusion come in. WOW THANK YOU
@GuiltGuard
@GuiltGuard 7 ай бұрын
5:17 your tutorial breaks, can’t connect greyscale conversion to blend node
@datguy6745
@datguy6745 Жыл бұрын
5:54 how tf did you add all those points so easily? D:
@JoshuaVeress
@JoshuaVeress Жыл бұрын
you can see how he clicks on pick gradient right before that. with that tool you can basically draw a line over any picture/colors and it will create a gradient with all the colors you touched. he most likely did this in a second monitor.
@MarcSantana
@MarcSantana 4 жыл бұрын
Maravilhoso apesar de eu não entender nada kkkkkk
@Gamers-Spot
@Gamers-Spot 3 жыл бұрын
good tutorial terrible music
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