Before I get into another failure of a tutorial on Substance Designer, does anybody know of a good tutorial series that goes through the principles of layering, blend modes and such?The tutorials I've checked out just shows some guy doing a bunch of shit and barely explains anything. Just puts in noise map after noise map, blending them, blurring them, and not explaining the principles.I'm not interested in making a carbon copy of the tutorial material. I want to make my own.
use mari 3.3, its years aheadhttps://www.foundry.com/products/mari/new-releases
>>582157Isn't that an alternative to Substance Painter, and not Substance Designer?
>>582151The official Allegorithmic YT channel content honestly did a good enough job for me, I haven't had the need to go looking for specific tutorials yet.>Just puts in noise map after noise map, blending them, blurring themWelcome to 90% of Substance Designer: noise generators, shape blurs, blends and levels are the bread and butter of it all.
>>582163I understand that's 90% of Substance Designer, but simply mashing together noise maps in a tutorial and not explaining the thought behind any of it is what irritates me. These people have a clear understanding of what they want at all times, and I don't.
>>582164Basically think of it as sculpting with ZBrush but using nodes instead of directly painting in detail. The idea is that you build up a "mesh" in 2D height space by starting with some sort of shape that you may then turn into a pattern. So if it's bricks, you start with a brick generator, and layer it with a min slope blur that has noise as the input which will "chip away" at the initial pattern. Different type settings of noises, blurs and blends can gen be used to sculpt the initial shape on a macro, and later micro scale. So after you added an uneven surface to the bricks you can then add more chips and dents, and finally scratches and pocs.Levels are used to control the height range of the detail you're adding, because you don't always want the effect to be applied to everything from black to white, and it's a better way of controlling intensity at various stages. It's useful to have even a levels after every blend so that you can ensure that you're using the full range of tones you have available to you, instead of making a bland gray even less distinct.The grayscale height map is the core of your material, and everything else like color and masks can be pulled off of it, using gradient ramps for instance to add color.You can also go back to your original shape and pull off another generator that for example only generates some bricks, and that can be used as a mask for coloring some bricks red and others orange, or having act as a blend to a node tree that has those bricks be severely damaged/indented.
>>582157We are talking about substance designer here, not substance painter.
>>582170Very nice breakdown, appreciate it.
>>582170OP here, this is great stuff. Thanks.
>>582151I had to use this software for an important project at work, here's how it went:>This is fucking retarded>Well.. yeah I see the appeal but the workflow still sucks>Humm wait, I can plug everything everyfuckingwhere>Waaaaitttaminute.jpg>Alright let's make a kickass material tiles in 30min or lessAll the tutorials I had found were shit tier, so trial-and-error was the best approach and it worked really well.Seriously OP, just doodle around with the basic stuff for a day or two and you'll be very at ease with the whole thing. Focus on creating diffuse/spec/gloss only, just to get the core knowledge at first. Play with basic blends, colours, grunge maps, levels, etc. Once you've mastered this, all the other nodes will make sense to you in a larger context. Good luck!
>>582264tiling materials are crap. They pretty much dont exist in the real world either. Hate to redpill you, but I must.
>>582266they have their utility m8, they're really useful as a base to add hand-painted details to or blend with others in a seamless way, this way you can have really complex and realistic results quite fastdepends of the project of course, you never want to see the thing tile, but when you're skilled at blending shaders, the eye can never guess it was done procedurally
>>582271you can always tell, the human mind is incredibly perceptible at picking up on tiling, even blends
>>582274this is a case of: agree to disagree
>>582275Its common knowledge that we can do that easily. Some animals can do other things easily, like a bird can remember the exact location of a nut it stored 6 months ago.Stop sucking the substance horsecock
>>582277dude, I don't even like substance that much, I'm an oldschool photoshop guy, and I agree that the brain is fucking skilled at detecting bad CGI (tiling, etc.)all I'm saying is that there are successful ways to fool the brain when done properly and with carestop trying m8
>>582278nobody's trying anything except you who's trying desperately to get the last post in. I'm beyond that.
>>582266They are essential for games.
>>582151I watched some of the official tutorials, thought it wasn't enough, then found some paid tutorials. Believe me when I say you are getting a fine education from the official tutorials. From my time with SD, you will be doing all that you learn in the tutorials over and over to various degrees. I never found the artisitic intent or principles hard to understand but maybe I have a better background in art. The best way to learn is to experiment. As for making your own, the basic framework works like the rest of art. You start with large detail, next comes medium detail, and finally the small/fine detail. You nail the basic shape, then progressively add detail to that, and finally you do the small scratches/dents/what-have-you. I do believe the official tutorials cover that for you but to reiterate: large detail, medium detail, small detail. You will structure your trees in this way with the generators in order to tidy up the mess you'll inevitably make. You have to experiment, the tool is meant to be played with after learning the fundamentals.
>>582324no, you are wrong. The only essential and this is (((debatable))) is texture _compression_
>>582279mfw the guy never replied just to prove this anon wrong
>>582331just browse artstation for 10min and you'll see that all the texturing professionals working for Ubisoft or whatever are creating incredible customizable tiles of materials (most of the time with Substance)even Naughty Dog use them, even as a base for characters, before applying details mapping and other custom stuff
>>582331they both play into each other actually. so imagine a texture with all the repeatable elements removed, like the pores of skin or general wrinkles, and left all the parts relevant to specific parts of the geometry like ao or low-frequency information like smooth transitions of color or just general blocks of color. that can be compressed very well for low storage requirements while also looking fine because there's no fine detail to get messed up. now you can add in a tiling texture and scale it way down, mix them together, and it looks great.
>>582367>Ubisoft>Naughty dogI rest my case.
>>582372>multi billion dollar companies>you will never ever make a hundredth of the profit that one of these companies make in a year in your entire life>le contrarian meme to pretend that they don't count because /v/ doesn't like their games
>>582170Not all heroes wear capes
>>582331>>582372https://www.artstation.com/artwork/RaVxX>"Yeah, just like, use Photoshop!"