When I started out a week ago I copied the tutorials to the last detail, but now I can only take out what I need. Your videos are a great resource, keep up the good work.👍
Awesome, that's great; that's a great way to learn, start with step by step and then use tutorials mostly to get some tips/tricks out of them which you can use for your own work.
Thank you, your videos helped me a lot understanding the workflow and the logic behind different use of nodes. It is so nice to import the materials in painter and having that quality to work with.
The content is good but the video is bad, it is difficult to see what is being done even at 0.25x speed and some steps are simply skipped... or not shown!
im literally following at 0.25 speed and the video went from 1 tile to a nice rooftile with height information while the output setup isnt even shown correctly 😭😭
Hi, I purchased this material and I am following along with your 2 part tutorial where you make this material. I am a bit stuck on one part, however. At the start of the video, you don't show how you got your output nodes to be set up in that way. This causes a problem later in the video at the 12:00 minute mark (corresponds with this youtube video at the 1:18 minute mark), where you plug your bevel for the tile into an output node. The result is that your rounded cube shows the tile with quite a lot of depth. I tried simply plugging my bevel into the normal map but the result is not comparable to your result. Any advice on this would be appreciated.
When you create a new project from the graph template column select PBR(metallic/roughness) as your template. This will add the necessary outputs from the start. If you are already in progress you can add a new output node and under usage set it to height. Attach the height map to it, right click and drag that new output to the 3d viewport and select the corresponding use, height. To preview the height change in the 3d viewport, go to materials>default>physically-metallic-roughtness> tesselation or parallax and under the height settings change the scale. Hope that helps!
@@3dextrude i tried what you said and my nodes are still arranged differently. You're output has a what looks like a blend node feeding into 3 of the outputs (normal, ao and height i believe?) and another node i can't make out. when I try to use my own blend the result of plugging my tile into it still gives a vastly different result than the very distinct lines and shadow that yours had.
@@andrewbyrnes6389 Yes, there is a blend node, but it's only there to get the height node closer to the other outputs and is used to get ao, normal, and the height map. (blend node has input for background and set to opacity 0 so it's not really doing anything). Make sure to increase the quality for the height map and the settings for ambient occlusion are probably the main differences. AO is set to Height Depth : 0.1 , Radius : 1 , Quality : 16 samples
would anyone be able to tell me at 1:18 what the node setup is for the normal/height (?) or whatever the white ones are? my default setup looks different from that, sorry if it's obvious!
I am also looking for this information. If you plug the bevel into the normal map alone it will not have similar results. I am not sure how he has set up his output nodes to get this result :(
@@andrewbyrnes6389 after i posted this i kept trying, figured out it was plugged into the normal and height through the respective outputs, and then from height output into the one called "ambient occlusion HBAO" > AO. then you change the material to tesselation and mess with that... i got lost again when he added the tile sampler and didn't show all the settings :(
@@finngeddes3618 ahh yeah I had something similar but my result was different to his too. I found a video that gives the tiles actual height so they stick out stronger but it still doesn’t get the same result as his.
Is this effect achieved using a normal map or something similar? I find it quite tedious to manually sculpt and bake them, so I was wondering if Substance painter can achieve a similar effect without manually creating normal maps?
This is all procedural so there is no sculpting and baking, all done within Designer through nodes from which you can also get normal maps and height maps.
@@3dextrude Nice. Thanks for a quick response! I'm definitely getting Substance along with some of your Gumroad content, all of which seems very affordable.
so, you completely skipped the part I needed the most... fantastic
sorry!! Sometimes I skip sections to keep the video short.
When I started out a week ago I copied the tutorials to the last detail, but now I can only take out what I need. Your videos are a great resource, keep up the good work.👍
Awesome, that's great; that's a great way to learn, start with step by step and then use tutorials mostly to get some tips/tricks out of them which you can use for your own work.
This blue roof is such a classic. I think it was one of my first substances I've ever made :D
It's timeless
Thank you, your videos helped me a lot understanding the workflow and the logic behind different use of nodes. It is so nice to import the materials in painter and having that quality to work with.
Great to hear!
Another one from the greatest
Epic work! Love the final result and the design!
Thanks a bunch!
Just here to say awesome work an always happy to hear blazblue music.
Great tut as always!!
Thank you! Cheers!
Looks great my guy
The content is good but the video is bad, it is difficult to see what is being done even at 0.25x speed and some steps are simply skipped... or not shown!
im literally following at 0.25 speed and the video went from 1 tile to a nice rooftile with height information while the output setup isnt even shown correctly 😭😭
Hi, I purchased this material and I am following along with your 2 part tutorial where you make this material. I am a bit stuck on one part, however. At the start of the video, you don't show how you got your output nodes to be set up in that way. This causes a problem later in the video at the 12:00 minute mark (corresponds with this youtube video at the 1:18 minute mark), where you plug your bevel for the tile into an output node. The result is that your rounded cube shows the tile with quite a lot of depth.
I tried simply plugging my bevel into the normal map but the result is not comparable to your result.
Any advice on this would be appreciated.
When you create a new project from the graph template column select PBR(metallic/roughness) as your template. This will add the necessary outputs from the start. If you are already in progress you can add a new output node and under usage set it to height. Attach the height map to it, right click and drag that new output to the 3d viewport and select the corresponding use, height. To preview the height change in the 3d viewport, go to materials>default>physically-metallic-roughtness> tesselation or parallax and under the height settings change the scale. Hope that helps!
@@3dextrude you’re a legend mate
@@3dextrude i tried what you said and my nodes are still arranged differently. You're output has a what looks like a blend node feeding into 3 of the outputs (normal, ao and height i believe?) and another node i can't make out. when I try to use my own blend the result of plugging my tile into it still gives a vastly different result than the very distinct lines and shadow that yours had.
@@andrewbyrnes6389 Yes, there is a blend node, but it's only there to get the height node closer to the other outputs and is used to get ao, normal, and the height map. (blend node has input for background and set to opacity 0 so it's not really doing anything). Make sure to increase the quality for the height map and the settings for ambient occlusion are probably the main differences. AO is set to Height Depth : 0.1 , Radius : 1 , Quality : 16 samples
@@3dextrude thank you my friend
would anyone be able to tell me at 1:18 what the node setup is for the normal/height (?) or whatever the white ones are? my default setup looks different from that, sorry if it's obvious!
I am also looking for this information. If you plug the bevel into the normal map alone it will not have similar results. I am not sure how he has set up his output nodes to get this result :(
@@andrewbyrnes6389 after i posted this i kept trying, figured out it was plugged into the normal and height through the respective outputs, and then from height output into the one called "ambient occlusion HBAO" > AO. then you change the material to tesselation and mess with that... i got lost again when he added the tile sampler and didn't show all the settings :(
@@finngeddes3618 ahh yeah I had something similar but my result was different to his too. I found a video that gives the tiles actual height so they stick out stronger but it still doesn’t get the same result as his.
@@finngeddes3618 he replied to my comment. Find my comment on this comment section he explains exactly what he did :)
@@andrewbyrnes6389 Thanks for taking the time to clear this up yall. helped me as well.
Is this effect achieved using a normal map or something similar? I find it quite tedious to manually sculpt and bake them, so I was wondering if Substance painter can achieve a similar effect without manually creating normal maps?
This is all procedural so there is no sculpting and baking, all done within Designer through nodes from which you can also get normal maps and height maps.
@@3dextrude Nice. Thanks for a quick response! I'm definitely getting Substance along with some of your Gumroad content, all of which seems very affordable.
@@TilenCurin Cool, thanks!
could anyone tell me how he was able to project it on the 3d view at 1:17, thank you
Кра-со-та! ))
в этом видео много вырезанных моментов. для туториала не подходит
Is it blender?
Substance Designer