How to Create a Realistic Concrete Floor in Substance Designer | Beginner to Intermediate Tutorial
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- Опубліковано 6 лют 2025
- Master the art of creating a realistic concrete floor in Substance Designer with this step-by-step tutorial tailored for beginners to intermediate artists. In this video, I’ll walk through essential techniques for crafting convincing surface details, maintaining physically accurate values and scale, and layering dirt, cracks, and imperfections for that ultra-realistic look.
🌟 What You’ll Learn:
Techniques for realistic concrete surface creation.
How to add natural wear and imperfections (dirt, cracks, etc.).
Fundamentals of layering in Substance Designer
Maintaining physically correct values and scale in Substance Designer.
Tips for creating versatile PBR materials for games and environments.
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Huge sorry for that Audio Quality this time! Several mics opted in while recording and completely messed up the sound.
"uhm uhm" lamo at first i thought was i missing something
@aakashshekhawat hahaha yeah.. 😂 being decent at materials and horrible at editing
Hilarious thumbnail xD
This videos are amazing. Any plans for a dirt texture tutorial?
I never get those right
Haha thank you! Sure why not, I'll note that down and get one done :)
Thanks for sharing, Kai 😀
You are welcome :)
More Tutorials. Nice Man !
Coming, coming 😂👌🏼 takes some time to set it all up
another day another inspiring thing
Haha thank you!
new sub ! thanks man
I have to thank you!
Hey Kai. Deine Videos sind super gemacht und man hört gerne zu. Wir haben auf Arbeit leider kein Substance oder eine Autodesk Lizenz und ich bin hauptsächlich auf Blender unterwegs, daher wollte ich dich mal fragen ob du Ideen für ein Material Tutorial in Blender hast, vielleicht Tips und Tricks über die Material oder Shader Nodes oder was in der Art, da würde ich mich sehr freuen.
Hey danke dir! Klar, Blender ist mein Steckenpferd und auch aus der Not entstanden, das wir damals kein Geld für Lizenzen hatten. Ich arbeite zur Zeit bereits an einem tutorial :)
@@kaikizzle Ja mega! Da bin ich am start :)
Thanks for this nice tutorial ! 😊
By the way, I’m wondering where I can get the ‘grunge plaster painted’ node.
Sure thing! This map is one of many grunge maps exclusive to substance painter. However you can simply find them in the installation folder and move to designer :)
Hello, i have a question regarding keeping values under or close to 0.5 throughout the graph. Cant we just put an histogram scan node at the end and adjust range to make sure that the heightmap displaces the way it should? Or is there any specific advantage on doing that like you did throughout the video
Very good question and yes there is a specific reason to not do that. While you could get away with this, you would be sacrificing details in other areas as you are tweaking the whole height. Let's say you are doing this for just the displacement map itself, it's not that much of an issue as you you generally want to keep your displacement map in a mid range and slightly blurry anyway. However to derive normals from that, you would notice differences. It is especially noticeable for such small details as refining the range for one element might not work for another. All in all it can still be done, but in this material I would focus on a separate normal pass where I reintroduce a lot of layers to get the normal correct and this creates some overhead as you need to maintain two separate passes rather than funneling all through your height.
@@kaikizzle oh yeah this is awesome. So far I've worked by always checking normal maps with extremely high intensity while building my heightmap.
So at the beginning part of my graph even for simple shapes it would be connected to a normal node with intensity of 20-30.
And then I would kind of set my heightmap details from grunge and blends to extremely low values since I would instantly see how it's reading in normals.
Overall it's been a while since I watched a tutorial for substance, and the video was extremely awesome.
Any plans about new videos? Would love to see more stuff from you
Yeah this is a valid and good technique. The new histogram equalizer is also quite helpful in that regard :). New videos are already in the making, lots of stuff to cover haha
The thumbnail XD
dont let your memes be dreams