I love your tutorials, you make them very understandable and cover very interesting materials. Still waiting for something more industrial. AND I LOVE THIS "SOOOO" ON EVERY EPISODE BEGGINING!
@sharpstance14178 жыл бұрын
So.. (c) tm
@Continum3D7 жыл бұрын
Man your tutos are great, I am starting with Substance designer and with your help is amazing.
@sharpstance14177 жыл бұрын
Thanks, glad they help
@sc0rpi0n07 жыл бұрын
Thank you for the tutorials. Amazing how one can visualize the graphics through nodes.
@sharpstance14177 жыл бұрын
With a bit of practice you really start to know what the result would be from each node
@damiankijowski53748 жыл бұрын
Substones :) Finally! Awesome breakdown. Turns out its not that hard to make, as I imagine. Keep it going Sharp!
@sharpstance14178 жыл бұрын
This one was gave me more trouble than it looks hah, I had to re do it 3-4 times till I get something I like but I think the end result cam out really nice
@daniellerogerson51715 жыл бұрын
Thankyou so much, this helps me understand what basic workflow and thought process I need to go through when creating materials. When you break it down like this its not as daunting as it looks, thankyou again you earned a sub. c:
@SP958 жыл бұрын
Truly fantastic rocks ! And probably the best hard edges i've seen on a synthetic rock, your attention to detail has paid off. However I am surprised to see you happy with the pebbles, they are not up to par with the rest, they look like bubbles. Anyways congrats for your continuing success, I am still glad to see all these relevant tutorials overtime. From an early subscriber ;)
@sharpstance14178 жыл бұрын
Heh yeah I'm not happy with the pebbles by no stretch of the word, I mostly just put them there as a filler to finish it in time. I usually get a few hours a week to finish with the videos and substance so that limits me a bit and I lost quite a bit of hours trying to make the sharper rocks look right.
@SP958 жыл бұрын
I like this explanation haha. Since the sharp rocks are the most important part I am glad that you took them as a priority. Thanks for increasing the level of everyone with this.
@sharpstance14178 жыл бұрын
I do hope everyone will surpass my level though because I tend to get pretty messy :P
@mdz94304 жыл бұрын
I wanted to get the SBS but your patreon doesn't show it. Any new link for it?
@Bakuze_n7 жыл бұрын
Thank you, this helped me so much! I just made my first substance using this tutorial, I hope you're proud :) I'm going to have a lot of fun digging into these nodes and figuring out how to master them :P
@sharpstance14177 жыл бұрын
Neat! And keep in mind : "Talent is a pursued interest. Anything that you’re willing to practice, you can do" - Bob Ross , well switch "talent" with "master" to make it more relevant :P
@clemz40277 жыл бұрын
thank you so much for your tutorials ! :) keep rocking !
@sharpstance14177 жыл бұрын
Rofl, good un
@Rahimi0017 жыл бұрын
Beautiful tutorial, thanks a lot!
@sharpstance14177 жыл бұрын
Thanks!
@90peppone7 жыл бұрын
Inspiring as always, thank you!
@donaldo1411946 жыл бұрын
Thank you very much It helped me a lot to practice SD
@capnspooks72527 жыл бұрын
Hey there! I love your tutorials, thanks so much. My height map doesn't seem to come out quite as yours, yours seems to displace the cube, and mine is basically an illusion. Any info on why that happens?
@sharpstance14177 жыл бұрын
You're probably not on tesselation but on paralax
@capnspooks72527 жыл бұрын
Sharpstance at which point is this editable and where? thanks for your reply
@sharpstance14177 жыл бұрын
in your 3d viewer go to Material > Edit > the shader you have > switch it to tesselation . Take note that tesselation depends a lot also on the resolution of your mesh, so the plane hi-res would work properly while the regular might not, you can also increase the tesselation factor in the material (and in IRAY you can subdivide the mesh) but take care not to run out of memory overcranking them.
@capnspooks72527 жыл бұрын
Thanks a lot man! Your tutorials are great. Thank you very much.
@capnspooks72527 жыл бұрын
I appear to be missing the tessellation shader.
@mqmadrid7 жыл бұрын
hello there! nice substances! wanna know about your set up in the viewport and shader? are you using some displacement, I´ve downloaded the material and looks flat :/, if I follow the tutorial get same results, could you give some tips? thank u! keep it up! p.d: wich node replaces height blend? i´m using subs 5.5. thnk again!
@sharpstance14177 жыл бұрын
Just the reqular blend will replace it but you'll have to manually adjust your values with either a histogram scan or range (or levels etc). As for my viewport, I have tesselation on the plane hi res and you also need to raise the scale in the material. If you use any other meshes that aren't hi res then you can raise the tesselation factor so that they will show the height. On Iray though, for anything else other than the plane hi res (and cylinder hi res in 6) you need to subdivide it, going to the scene/edit (while iray is active). If tesselation is too expensive, you can simple use parallax occlusion (in an openGl enviroment, iray has it's own material), don't forget to raise the scale also
@mqmadrid7 жыл бұрын
thank you for your answer! that was my problem! I really appreciate your work! could you get some tips to keep the same quality exporting the material for unreal engine4 and for 3ds max vray. I really appreciate your help, your answer was so accurate and clear! Thank you again!
@sharpstance14177 жыл бұрын
Unfortunately I haven't used UE for quite a while now and 3ds max (especially with vray) is really out of my financial status, so I can't help you there. It would be best if you ask on the forums to get an answer from someone more experienced to those software
@ElggettoBonGateau7 жыл бұрын
Really nice material. I have a question. At 13:25, are you crunching the values of the alpha channel of the normal all the way down? If so, why? Also At 13:34, there's a level node after the uniform color, just before the metallic output. Why is that? Thank you!
@sharpstance14177 жыл бұрын
That's basically in all the official tutorials i've seen and I don't know either hahahh
@ElggettoBonGateau7 жыл бұрын
You mean those on the Allegorithmic Channel?
@sharpstance14177 жыл бұрын
Yeap
@PinkFoxConcepts7 жыл бұрын
If this never got answered for you it's basically because a normal map does not use alpha data in any way so having that additional alpha channel worth of data would just raise the size of the texture for no reason. The most recent version of Substance Designer (the 2018 version) actually does this automatically now so removing the alpha manually is no longer necessary.
@thelament87116 жыл бұрын
this is for optimisation, you can reduced the size of the Uniform Colour to 16x and change the setting to absolute. Then use a levels node set to relative to parent. basically so we don't have to compute 2k or 4k maps unnecessarily
@sean83068 жыл бұрын
Thanks for the awesome video, looking forward to trying this out. Would you ever consider doing a tree bark tutorial?
@sharpstance14177 жыл бұрын
Texture at that small scale is kinda hard to do it right (at least for me) so I'll give it a shot but that's not a promise. I did do a bit of a bark texture in the trench wall video just not that high detailed one
@sean83067 жыл бұрын
Thank you :-)
@sean83067 жыл бұрын
Sharpstance hi again, any more thoughts on the bark? ;-)
@sharpstance14177 жыл бұрын
I'll have to disappoint you for the time being. There's a lot of bark materials both on share/source so I bet there's a ton of stuff you can pick up from those
@sean83067 жыл бұрын
:*(
@evanish16607 жыл бұрын
Your accent is so awesome! V good tutorial thanks :)