Some FAQs: - make sure to install the free LT Color Dynamic node: tegelbratt.gumroad.com/l/ULDPh - texture looks flat? go to 3D view - Materials->Default->Edit: scroll a bit down and set the height scale to sth. like 12 (tends to reset itself) - for future tutorials I'll not have old and new graph side by side :) If you put this in your portfolio (without altering it much), please clarify you did it following a tutorial! Also in case you have specific wishes for tutorials let me know!
i thought this was a really good intro for substance designer. it was pleasant to follow, although the double graph was a bit confusing at times. I did not manage to get my cellwall details to look the same, mine are a lot flatter, but it looks passable after fudging around with a contrast and luminosity node.
Thank you for the honeycomb tutorial, I was able to follow along just fine and even got similar results. Something that made it challenging at times was having the previous graph along side the new one. Perhaps for the next tutorial you could have the numbers or another instance of Substance off to the side? One thing I would love is if you covered how to get a nice render like that at the end. I tried to do so within Substance but got unexpected/ugly results. Either iRay, Unreal, or Toolbag would be fine. Thank you for sharing your knowledge.
Late reply, but: - thanks for the feedback, next time will def. not have a double-graph :) - and rendering wise I can recommend the tutorial by Dete if you want to do it in Toolbag (paid but affordable): dete.gumroad.com/l/marmoset
Hi! In case someone needs this, if you have an older version of Substance you won't be able to import the color dynamics node. Updating to the current one worked for me without issues :) hope this helps
Hi! I love your tutorial on the honey comb, but I ran into a big problem. I'm new to Substance Designer, so maybe it has to do with the Display settings and not the node map. My wax combs are inverted. I tried making it in an empty material in case it had something to do with the new material settings; I tried going back and changing things; I tried following your tutorial from start to finish again incase I might have missed something. I did everything you did but my comb looks way different. Even the honey and honey bubbles almost look inverted/flattened. I've also checked most of my material and scale height settings. I've messed around with the parallax and tessellation settings as well. It looks better set to parallax. There's a lot of distortion on the tessellation setting.
Hi, I learnt a lot from this tutorial! May I ask how you got the cells to go so far back into the shape with height? my entire texture is very flat at the moment and I'm not sure how to amend that. Thank you!
I don't really know how people got it, I found this tutorial hard to understand, past the wax caps, maybe it's just me, but def not a tutorial for the complete beginner.
Hi, love the tutorial so far! I'm having an issue though where my combs are incredibly stretched across the cylinder and the height is going crazy I fixed it wby increating the tessellation to 10 though. But my main issue is how big the combs are where as yours are tiling much nicer and they're alot smaller
Thanks for the tutorial. I followed you and tried to replicate it. Maybe I missed something. But my Honey comps are not deep as yours. I can't find the option to make them as deep as yours. Does someone know what I'm missing?
I really dont think this is a good tutorial, the constant back and forth between nodes without the aid of listing things makes it very hard to follow. The occasional jump cuts you do make it hard to follow as well. It gets complicated and quick towards the middle part of the video. EDIT: Instead of telling me I would need to download something externally at the beginning of the video, he waits until the very end :/
Hey those are some common points that are mentioned in the comments below (esp. the double graph). Def sth. that I will keep in mind for future tutorials. Don't really get the download thing, could you explain? Do you not want to use custom nodes? Btw. it's mentioned both 1st thing in the description and in a pinned comment that I use LT Color Dynamic. It's just allows way better control and predictability than any built-in things (gradient maps are super unpredictable). Also there aren't really jumpcuts btw. but it's sth that other peeps mentioned as well.
@@TinyWorlds Hey, thanks for the reply. I don't mind using external links, yet a mention about it at the start of the video would have been a much better way to know as I don't often enjoy downloading things to use. I did just manage to finish the tutorial with a decent material, yet I think if you use those points people say I think your tutorials will be much better
@@TinyWorlds I was just getting confused on the parts you mention height on and some of the node names since you're working side by side on the existing one you did before hand. Overall useful as an introduction so thanks.
Some FAQs:
- make sure to install the free LT Color Dynamic node: tegelbratt.gumroad.com/l/ULDPh
- texture looks flat? go to 3D view - Materials->Default->Edit: scroll a bit down and set the height scale to sth. like 12 (tends to reset itself)
- for future tutorials I'll not have old and new graph side by side :)
If you put this in your portfolio (without altering it much), please clarify you did it following a tutorial!
Also in case you have specific wishes for tutorials let me know!
i thought this was a really good intro for substance designer. it was pleasant to follow, although the double graph was a bit confusing at times. I did not manage to get my cellwall details to look the same, mine are a lot flatter, but it looks passable after fudging around with a contrast and luminosity node.
Thank you for the honeycomb tutorial, I was able to follow along just fine and even got similar results. Something that made it challenging at times was having the previous graph along side the new one. Perhaps for the next tutorial you could have the numbers or another instance of Substance off to the side?
One thing I would love is if you covered how to get a nice render like that at the end. I tried to do so within Substance but got unexpected/ugly results. Either iRay, Unreal, or Toolbag would be fine. Thank you for sharing your knowledge.
Late reply, but:
- thanks for the feedback, next time will def. not have a double-graph :)
- and rendering wise I can recommend the tutorial by Dete if you want to do it in Toolbag (paid but affordable): dete.gumroad.com/l/marmoset
Hi! In case someone needs this, if you have an older version of Substance you won't be able to import the color dynamics node. Updating to the current one worked for me without issues :) hope this helps
Awesome, I'll pin this so people see c:
Thank you so much for this video!!! I was able to follow along well and learnt a lot!!!
This is one of the best tutorials out there! Thank you so much!
To what do I plug into the height? And do I ramp up the tessalation?
Hi! I love your tutorial on the honey comb, but I ran into a big problem. I'm new to Substance Designer, so maybe it has to do with the Display settings and not the node map. My wax combs are inverted. I tried making it in an empty material in case it had something to do with the new material settings; I tried going back and changing things; I tried following your tutorial from start to finish again incase I might have missed something. I did everything you did but my comb looks way different. Even the honey and honey bubbles almost look inverted/flattened. I've also checked most of my material and scale height settings. I've messed around with the parallax and tessellation settings as well. It looks better set to parallax. There's a lot of distortion on the tessellation setting.
Hi! Is it inverted in Substance or ingame? You might need to flip the green channel of the normal map depending what game or render engine you use
Hi, I learnt a lot from this tutorial! May I ask how you got the cells to go so far back into the shape with height? my entire texture is very flat at the moment and I'm not sure how to amend that. Thank you!
If I understand correctly - Check 04:00 :) You need to set the height scale to something else than the default 0.
@@TinyWorlds Thank you! I'm surprised I didn't think of this as I was working on the Emissive a few tabs below it. :D
Nice. Thank you
Thank you man. This is a great tutorial.
I don't really know how people got it, I found this tutorial hard to understand, past the wax caps, maybe it's just me, but def not a tutorial for the complete beginner.
Great tutorial! Thanks!
Thank you for the video and the tips! Is there a way to make honey more transparent, glassy looking?
You can play with Subsurface Scattering if you render it e.g. in Marmoset Toolbag or Unreal Engine :)
@@TinyWorlds thank you!
Hi, love the tutorial so far! I'm having an issue though where my combs are incredibly stretched across the cylinder and the height is going crazy I fixed it wby increating the tessellation to 10 though. But my main issue is how big the combs are where as yours are tiling much nicer and they're alot smaller
Ignore me! you where just using a different object, rounded cylinder instead of cylinder, figured it out :D
@@aidenfarmer6951 Glad you could figure it out :D
@@TinyWorlds Do I have your permission to post my final render on artstation?
@@aidenfarmer6951 Yea, just mention you done it based on the tutorial :)
Hello, im quite new, can i ask you why you didn't use base material node?
No particular reason
More Tutorials please!
Thanks for the tutorial. I followed you and tried to replicate it. Maybe I missed something. But my Honey comps are not deep as yours. I can't find the option to make them as deep as yours. Does someone know what I'm missing?
In case you are still wondering it’s in Material settings -> height scale (top of 3D view)
@@TinyWorlds Thank you. I will check it :)
Wikimedia Commons, the flashbacks :D
COOL GUYS DON'T LOOK AT EXPLOSIONS
Haha, I got a little addicted to licorice after this jam lol.
Good times c:
I have problem with opening LT_ColorDynamic_Lite
Yeah same. It throws two errors. : (
I just checked in my old 2020 version and the newest version. No errors for me.
Maybe you need to update your Substance Designer?
Already tried that but same
Super 👌🏻👌🏾👌
you could've just say it in the beginning of the video, anyway thanks 32:21
I really dont think this is a good tutorial, the constant back and forth between nodes without the aid of listing things makes it very hard to follow. The occasional jump cuts you do make it hard to follow as well. It gets complicated and quick towards the middle part of the video.
EDIT: Instead of telling me I would need to download something externally at the beginning of the video, he waits until the very end :/
Hey those are some common points that are mentioned in the comments below (esp. the double graph). Def sth. that I will keep in mind for future tutorials. Don't really get the download thing, could you explain? Do you not want to use custom nodes? Btw. it's mentioned both 1st thing in the description and in a pinned comment that I use LT Color Dynamic. It's just allows way better control and predictability than any built-in things (gradient maps are super unpredictable). Also there aren't really jumpcuts btw. but it's sth that other peeps mentioned as well.
@@TinyWorlds Hey, thanks for the reply. I don't mind using external links, yet a mention about it at the start of the video would have been a much better way to know as I don't often enjoy downloading things to use. I did just manage to finish the tutorial with a decent material, yet I think if you use those points people say I think your tutorials will be much better
very confusing with all the video cuts you've made
Ok! I don't skip on any parts tho, just cutting out dead space
@@TinyWorlds I was just getting confused on the parts you mention height on and some of the node names since you're working side by side on the existing one you did before hand. Overall useful as an introduction so thanks.
@@Ossie_Gaming Thanks that's good to know for the future!