Where can I find good tutorials on substance designer most of the tutorials touch the basics and that all
The thing is, for the most part the basics are all you need to put together more complex textures. That and reverse engineering substances that people make available for download. Youtube is where you're going to find the most helpful videos.
Been working on this generic muddy ground material to ease myself back into working with substance designer, still got some work to do, but i think its slowly starting to come together...
Been working on this generic muddy ground material to ease myself back into working with substance designer, still got some work to do, but i think its slowly starting to come together...
With the grass, it looks a lot better, without it looks really noisy and feels weird to look at. What resolution are you working at?
With the grass, it looks a lot better, without it looks really noisy and feels weird to look at. What resolution are you working at?
Im currently working at 2k, u mean the third image? do u reckon i should maybe reduce the amount of small bittles or maybe have some areas that are more clean? Or maybe just blur the normals a bit..
I thought I would ask this here being as the work I have seen is just incredible. I am struggling with designer a little bit. I have the fundamental basics of how to work with it and I have been making Substance materials for a few months now but I always struggle with blending. As soon as I start plugging up nodes for colour on bricks that I am working on I struggle to separate the grout and blend different noises and colours together to get interesting colours on the surface.
Blending I think is what makes designer so powerful so I was wondering if there are any good tutorials on blending, colour, normal maps, etc. I don't want to use bakes for generic stuff like bricks, wooden planks/floor boards or grass and stuff. I want to be able to work completely procedural.
I thought I would ask this here being as the work I have seen is just incredible. I am struggling with designer a little bit. I have the fundamental basics of how to work with it and I have been making Substance materials for a few months now but I always struggle with blending. As soon as I start plugging up nodes for colour on bricks that I am working on I struggle to separate the grout and blend different noises and colours together to get interesting colours on the surface.
Blending I think is what makes designer so powerful so I was wondering if there are any good tutorials on blending, colour, normal maps, etc. I don't want to use bakes for generic stuff like bricks, wooden planks/floor boards or grass and stuff. I want to be able to work completely procedural.
Any help would be very much appreciated
Make sure that for the grout you are using a mask in your blend that masks out the grout. You can also set the tile generator to output different luminance levels. You can then extract those luminances to use as masks for different brick colors and textures too.
Make sure that for the grout you are using a mask in your blend that masks out the grout. You can also set the tile generator to output different luminance levels. You can then extract those luminances to use as masks for different brick colors and textures too.
I will give this a try. Using masks is something I struggle with in Designer, I'm still not up to scratch with it all haha. I have been reading and watching tutorials on 'Alpha Transparency' and how this comes into play when using and creating masks in Substance Designer.
I will give this a try. Using masks is something I struggle with in Designer, I'm still not up to scratch with it all haha. I have been reading and watching tutorials on 'Alpha Transparency' and how this comes into play when using and creating masks in Substance Designer.
What I would do is to take the tile generator output and just plug that in as a mask for your brick. Make sure that the tile generator doesn't have any luminance variation on the bricks (you can just duplicate the tile generator if it does, and set the variation to 0) - here you have black for the grout and white for the brick. You can plug this in as the mask in a blend node - so blend between a background texture which is your grout texture, and a brick texture which is your brick, and use the tile generator output ask the mask.
Here are some screen-grabs of work I did for Zero Latency VR. Models were made by James Brady. Bakes and a paint-over from zbrush, along with the models were supplied to me, so I could texture the assets with Substance Designer.
Before:
After:
Other renders:
On the substances:
All of them have adjustable parameters. For the bodies there are parameters for age (affects dryness, cracks and colour of the skin. So fresh zombies and more decayed zombies can be randomised if needed).
There are parameters for dirt, old dried blood, blood splatter, cavity blood, blood dips from eyes ears and nose (the length of those).
There are separate parameters for the eyes, so you can have fresh eyes, bloodshot eyes, and even dried out, almost opaque eyes. And a hue, saturation and brightness parameter for the iris.
For the teeth there are parameters for colour as well. And parameters for dirtiness and bloodiness.
The clothes and shoes have parameters for dust, dirt, mud, splatter and colours. (Some items have more then 1 colour, for instance the sneakers. The colours can be adjusted independently for those, with parameters for each colour.)
Hey guys, I am learning substance designer at the moment, and was wondering what tutorials/videos you recommend. I am almost done with the official videos on youtube, and I am looking for more.
Hey guys, I am learning substance designer at the moment, and was wondering what tutorials/videos you recommend. I am almost done with the official videos on youtube, and I am looking for more.
Hey,
to make a bit of self promotion here is my Youtube channel:
[size=+1]Substance Designer 5.2 Beta[/size] is now available for Substance Live users!
I'm using the spec/gloss tessellation shader and when I tile the material in the viewport, the tessellated mesh tiles differently from the albedo (ie; at a different rate).
Example below, first image shows no tiling in viewport while the second image shows what happens if I set tiling to 2.
second attempt at a substance. trying to avoid tutorials on it right now so i learn some things for myself, then planning on watching a ton.
lacks any kind of proper roughness map, i'll just make one out of the maps I've got right now I guess. not as good as I hoped, but a hell of a lot better than my first attempt.
The tutorial should be up soon just a few left over things and than it is up to Gnomon to get it out
Also fyi, I had a HD crash a while ago so if you guys were following the previous stuff that I was setting up for Gnomon that stuff is gone, but this new one I honestly think is better and much more condensed info.
The tutorial should be up soon just a few left over things and than it is up to Gnomon to get it out
Also fyi, I had a HD crash a while ago so if you guys were following the previous stuff that I was setting up for Gnomon that stuff is gone, but this new one I honestly think is better and much more condensed info.
Sounds great really looking forward to it. Will keep an eye out
The stones look magnificent, I'm guessing you made those using the same technique you showed in your procedural stone generator vid's?
Hi everyone,
don't know is it a right place to ask but I'll try, maybe it's a common problem. I changed the size of icons to Large in Library/Noises, and all icons are became "S" logo... I thought need to wait while Substance rerender it, but it never happened. I'm using latest version. How to restore icons? Thanks.
Hi everyone,
don't know is it a right place to ask but I'll try, maybe it's a common problem. I changed the size of icons to Large in Library/Noises, and all icons are became "S" logo... I thought need to wait while Substance rerender it, but it never happened. I'm using latest version. How to restore icons? Thanks.
You can try deleting the thumbs cache file at:
C:\Users\...\AppData\Local\Allegorithmic\Substance Designer\5\databases
Replies
I really like your wood knots. Would love to see how those are done. The ones I do are always very basic.
The thing is, for the most part the basics are all you need to put together more complex textures. That and reverse engineering substances that people make available for download. Youtube is where you're going to find the most helpful videos.
To make a bit of self-promotion, here is my Youtube channel :
https://www.youtube.com/user/vinnysud
I hope it could be useful ;-)
(Love the pizza substance too! )
Here is a new freebie. This time dark stone tiles inspired by Destiny.
Enjoy!
Shared these renders in my thread yesterday
Those look great! I love the crumbly look and feel of the bricks.
With the grass, it looks a lot better, without it looks really noisy and feels weird to look at. What resolution are you working at?
Download it here: https://dl.dropboxusercontent.com/u/10717062/Polycount/Greentooth.sbs
Im currently working at 2k, u mean the third image? do u reckon i should maybe reduce the amount of small bittles or maybe have some areas that are more clean? Or maybe just blur the normals a bit..
Here is the first part of my procedural eye tuto (intermediate level).
Hope you like it :-)
[ame="https://www.youtube.com/watch?v=6Ax0CRt8a18"]https://www.youtube.com/watch?v=6Ax0CRt8a18[/ame]
[ame="https://www.youtube.com/watch?v=fRAejbahaVA"]https://www.youtube.com/watch?v=fRAejbahaVA[/ame]
[ame="https://www.youtube.com/watch?v=IzMNTDH_SGg"]https://www.youtube.com/watch?v=IzMNTDH_SGg[/ame]
[ame="https://www.youtube.com/watch?v=Zc5Pdcbjr0U"]Video[/ame]
Also added it up on Artstation with some Marmoset Viewer action Here
Going to try to find a way to host the files so people can dissect the graph
Blending I think is what makes designer so powerful so I was wondering if there are any good tutorials on blending, colour, normal maps, etc. I don't want to use bakes for generic stuff like bricks, wooden planks/floor boards or grass and stuff. I want to be able to work completely procedural.
Any help would be very much appreciated
Make sure that for the grout you are using a mask in your blend that masks out the grout. You can also set the tile generator to output different luminance levels. You can then extract those luminances to use as masks for different brick colors and textures too.
I will give this a try. Using masks is something I struggle with in Designer, I'm still not up to scratch with it all haha. I have been reading and watching tutorials on 'Alpha Transparency' and how this comes into play when using and creating masks in Substance Designer.
What I would do is to take the tile generator output and just plug that in as a mask for your brick. Make sure that the tile generator doesn't have any luminance variation on the bricks (you can just duplicate the tile generator if it does, and set the variation to 0) - here you have black for the grout and white for the brick. You can plug this in as the mask in a blend node - so blend between a background texture which is your grout texture, and a brick texture which is your brick, and use the tile generator output ask the mask.
http://www.polycount.com/forum/showpost.php?p=2263130&postcount=26
Crosspostin from my thread. WIP Snowy Rocks
Hi guys,
Here are some screen-grabs of work I did for Zero Latency VR. Models were made by James Brady. Bakes and a paint-over from zbrush, along with the models were supplied to me, so I could texture the assets with Substance Designer.
Before:
After:
Other renders:
On the substances:
All of them have adjustable parameters. For the bodies there are parameters for age (affects dryness, cracks and colour of the skin. So fresh zombies and more decayed zombies can be randomised if needed).
There are parameters for dirt, old dried blood, blood splatter, cavity blood, blood dips from eyes ears and nose (the length of those).
There are separate parameters for the eyes, so you can have fresh eyes, bloodshot eyes, and even dried out, almost opaque eyes. And a hue, saturation and brightness parameter for the iris.
For the teeth there are parameters for colour as well. And parameters for dirtiness and bloodiness.
The clothes and shoes have parameters for dust, dirt, mud, splatter and colours. (Some items have more then 1 colour, for instance the sneakers. The colours can be adjusted independently for those, with parameters for each colour.)
Hey,
to make a bit of self promotion here is my Youtube channel:
https://www.youtube.com/user/vinnysud
Example below, first image shows no tiling in viewport while the second image shows what happens if I set tiling to 2.
Corbel by electricsauce on Sketchfab
lacks any kind of proper roughness map, i'll just make one out of the maps I've got right now I guess. not as good as I hoped, but a hell of a lot better than my first attempt.
http://petapixel.com/2015/03/20/an-explanation-of-how-computers-handle-color/
How do I overcome this in substance designer?
A fun little exercise, but there's room for improvement.
Keep it up
[ame]https://www.youtube.com/watch?v=sGC2X6Qazvs[/ame]
Sick work Rogelio! When can we expect the Gnomon tutorial. I am sold already! xD
That is awesome! When will it be up on Gnomon? I am super interested in the tutorial.
The tutorial should be up soon just a few left over things and than it is up to Gnomon to get it out
Also fyi, I had a HD crash a while ago so if you guys were following the previous stuff that I was setting up for Gnomon that stuff is gone, but this new one I honestly think is better and much more condensed info.
http://www.liaisonpr.com/clients/allegorithmic/2015/Aug/10/allegorithmic-integrates-nvidia-designworks-techno/
That's right !
Some info : https://www.facebook.com/AllegorithmicSubstance/photos/a.144396682289598.30761.106498626079404/942044939191431/?type=1
Sounds great really looking forward to it. Will keep an eye out
The stones look magnificent, I'm guessing you made those using the same technique you showed in your procedural stone generator vid's?
don't know is it a right place to ask but I'll try, maybe it's a common problem. I changed the size of icons to Large in Library/Noises, and all icons are became "S" logo... I thought need to wait while Substance rerender it, but it never happened. I'm using latest version. How to restore icons? Thanks.
Inspired by this (made by Frank Robbins):
You can try deleting the thumbs cache file at:
C:\Users\...\AppData\Local\Allegorithmic\Substance Designer\5\databases