Substance Designer - Cliff with Moss Material

  Рет қаралды 9,823

Kalyson

Kalyson

4 жыл бұрын

Substance Tutorial. This is a TUTORIAL creating a game texture from the scratch on substance designer.
Don't forget to: Like! ► Subscribe!
---------------------------------------------------------------------------------------------------
Get materials here: gumroad.com/l/mLElj
Get the Rock Generator Here: / kalyson
Get Grass generator here: gumroad.com/l/lNcUZ
Support my channel joining in my Patreon Group and watch my videos in FULL-TIME (and comented): / kalyson
Stylized Node: With this node you can create a very quickly Stylized Material just putting your own pattern.
Get this Node and others rewards joining my top Patreon group
or buy it separately here in gumroad: gumroad.com/l/jWEXV
---------------------------------------------------------------------------------------------------
Tutorials and other Products in Gumroad: gumroad.com/karalysson
Follow me on Artstation: www.artstation.com/karalysson
Instagram: / karalysson
THANKS FOR ALL SUPPORT!!!
Special thanks to my Patreon:
Adam Capone
Vitaly Weegson
Keith Brown
Artem Kuznetsov
Sylvester Pawlowsky
Oğuzhan Arıbalı
Fernando Soares
Josep Àvalos Sala
Remo van de sande
Andrey Konoavlov
Marcus Moloney
uknowsam
Marcelo Estay
Esteban
Carlos Martinez
Dmitry
Ben Formaker-Olivas
David Ladomerszky
Roman Potapov
Paval Piatroŭski
Etienne Schmid
Dixon Vigorena
leesosung
Amin Nairy
Michael D'lynn
Zoo Moo
StylizedStation
Daniel Andrade(dca3d)
Andrew_Lee
Love you guys!
#procedural #substance #SubstanceDesigner #gumroad

Пікірлер: 14
@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.
@MadpolygonDEV
@MadpolygonDEV 2 жыл бұрын
hey, is this material available on your gumroad? I like this one alot
@MarcSantana
@MarcSantana 4 жыл бұрын
Maravilhoso apesar de eu não entender nada kkkkkk
@psy237
@psy237 2 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 2 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 2 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
@user-zs5jn5dr8t
@user-zs5jn5dr8t Жыл бұрын
Where can I buy this specific tutorial? The full video.
@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?
@GuiltGuard
@GuiltGuard 4 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.
@Gamers-Spot
@Gamers-Spot 2 жыл бұрын
good tutorial terrible music
Substance Designer - Mud Material
11:01
Kalyson
Рет қаралды 5 М.
Substance Designer - Stone Floor Material
11:01
Kalyson
Рет қаралды 10 М.
Little girl's dream of a giant teddy bear is about to come true #shorts
00:32
마시멜로우로 체감되는 요즘 물가
00:20
진영민yeongmin
Рет қаралды 34 МЛН
Making Stylized Cliff Rock in Substance Designer
10:20
3dEx
Рет қаралды 28 М.
Substance Designer - Stylized Roof Material
11:01
Kalyson
Рет қаралды 16 М.
Substance Designer - Sci-Fi Wall Material
11:01
Kalyson
Рет қаралды 1,8 М.
Substance Designer - Castle Floor Material
11:01
Kalyson
Рет қаралды 7 М.
Stylized Roof Tiles - Substance 3D Designer - SBS & SBSAR
11:12
Substance Designer - Rock and Grass Material
11:00
Kalyson
Рет қаралды 20 М.
The Math behind (most) 3D games - Perspective Projection
13:20
Brendan Galea
Рет қаралды 383 М.