03-05 Creating the base color for the twigs | Adobe Substance 3D
Вставка
- Опубліковано 5 вер 2024
- In this video we will create the base color for the twigs.
Subscribe to Adobe Substance 3D: adobe.ly/3Um7q3t
Learn more Adobe Substance 3D: adobe.ly/3NW3GSo
About Substance 3D
Adobe Substance 3D is a complete suite of smart creative apps and high-end content that gives artists everything they need to create 3D digital content. With Substance 3D, set up the perfect shot, explore the high-end 3D asset library, give life to your 3D art, build complex models, and more. Get the Adobe Substance 3D Collection.
This channel will showcase what’s possible with Substance 3D, from inspiration to in-depth tutorials. Make sure to subscribe to the channel for videos on all things Substance 3D related, including content around Designer, Painter, Modeler, Stager, and Sampler.
Connect with Adobe Substance 3D:
Twitter: / substance3d
Facebook: / adobesubstance3d
Instagram: / substance3dart
LinkedIn: / substance3d
Discord: / discord
#Adobe #AdobeSubstance3D #AdobeUA-cam
03-05 Creating the base color for the twigs | Adobe Substance 3D
• 03-05 Creating the bas...
For everyone who cant connect the twig to the level at around 1:20, click on your very last material node and press 1
Great tutorial, thanks a lot. Btw I think those white on the twig are Lichen though.
Thanks! Yeah, I was just saying white thinking of the color. Should have said that it was actually lichen : ) I was too focused on the color I think.
I've been looking the plane at the same distance as the tutorialvideo. Now when I zoomed in, I noticed, that the area around the twigs have this weird padding around them. Can see them clearest in the normal node. What could be causing this?
I'm coming from Houdini, and this looks super messy. I understand the process, but having to repeat the same system every time for each prop seems very inefficient; also, man does the graph view look bad. it's a shame cause the software looks crazy powerful but honestly, this looks really messy. I hope you guys will introduce some more tools for instancing of the systems (maybe something like the for-each loops in Houdini?) and some way to make the graph look a bit tidier. I can't imagine having to send this patch to someone else and them quickly being able to work on it.
how about some sub-networks? those would make it look and feel a lot more clear imho
For Sub networks, you can use graphs. We refer to them as sub graphs where a graph is instanced into another. You can select a group of nodes, right-click and choose to create a graph.
I agree mostly, but I think you have to understand this is an educational example rather than a practical one. This level of detail (on a dirt texture no less) is borderline photorealistic and only applicable in select niches, like hi res modeling renders. It would be beyond absurd to expect this level of detail in a common use case like indie game dev so this to me is more or less to explain the mechanics of the system.
Your comment did get me wondering though: could a graphic artist who knows photoshop inside and out generate something like this much quicker by hand? Pretty sure they could. Not only that, but I think I'd stand a good chance at doing it now too, if only because in seeing this tutorial and how this program does it I learned where to start.
I think the value in this software for someone like me (a novice in just about all areas of graphics and design) is that this allows you to experiment with things so easily once you've constructed the system. Photoshop is too destructive and permanent for someone who doesn't have the experience and foresight to see how 19 different elements will work together in all kinds of lighting. Probably a year or two in professional game development and asset design is enough to diminish the returns such to the point that you'd probably be wasting your time to learn all of this rather than just stick with creating this stuff by hand.
I have the same feeling. I would've really loved it at this point that they made a video on how to optimize the graph readability. If possible.
@@kitchenspider1539 I know photoshop inside and out and creating something like this would be faster initially. Except as soon as you wanted to make variations it wouldn't be faster. The main thing is variable controls to change how things look. Substance is much better at reusing things and making non destructive textures than Photoshop. Plus you get all the height information which Photoshop doesn't do automatically.
I'm having an issue where the Custom Twig Node won't connect with other nodes. I can connect if I start with, say, my Highpass Grayscale and hook it to a Custom Twig, but I can't do it the other way. The connection point pulled from the Custom Twig Node simply won't hook into anything.
edit - just found that switching to 'Standard View' makes connections possible. 'Material' and 'Compact Material' views won't allow a connection to be made.
Yes, sorry for this confusion. Sometimes there are issues when using compact material mode.
If anyone is missing the 2nd big an small twig in the 3d viewport, check pattern amount. I just had the 2 pattern slots in my shape splatter node but in the properties only 1 pattern.
Any good practices when it comes to keeping the graph from becoming a jumble of wires? It's incredibly hard to keep track of things by the end of this video. IE Subgraphs or any other ways of collapsing groups of nodes?
Subgraphs is a good way. That is basically how you would collapse ndoes. You can select a range of nodes, right-click and choose create graph from selection. Also, you can use shift+alt to enable re-routing pins. I forgot to show that in the course, but it can help to better show how to route lines.
@@Substance3D You showed shift+alt combination in the course two or three times. Great tutorial by the way, thank you so much.
One tip is that if you are going to use an existing node many times on the other end of the graph, like when you connect the twig shape to a highpass, levels and a gradient map, is to just connect it to a single blend node at the destination. Then you only have one line instead of three crossing your network.
2024 answer - use a Dot Node
So what would be a suggestion to keep it tidy, separate each pebble, twig etc to it's own graph which outputs all maps for that specific item? Then maybe the main graph is used to orchestrate all of these together?
hi i just got to this point, just after i made changes to my twig ie. the added cracks, my tesselation completely stopped working, i am now stuck with a displacement full of spikes when i try to add any height, anyone know how i can fix this?
Question. When I made the Shape Splatter Blend Color of the LARGE twig and connect it to the Base Color of the Base Material. the Shape Splatter Blend Color of the SMALL twig disconnected to the Base Color of the Base Material. It seems that I can only connect one of them at the Base Material. Which means I either have SMALL twig colors or LARGE twig colors only. Hope you can help. :)
What is the name of the plugin for the floating reference window?
Its called Kuadro and was developed by Luiz Kruel. kruelgames.com/tools/kuadro/
there has to be a eayser way .. this is so messy .)
It seems complicated but it means the best artists will rise to the top and you can practically create anything you want. It rewards creativity, uniqueness and ingenuity. Amazing software. Just Google 'Substance designer city' or 'Substance designer octopus'. It's mind blowing.
I would suggest as an introductory tutorial to do something a bit simpler. I tried doing the smaller twigs on my own since it's the same as the bigger and it doesn't seem to be working. The graph is spaghetti at this point so it's hard to pinpoint what's going on. I'm curious what they pros / cons of reusing nodes is for legibility sake. Especially if you are in a work environment where you share these graphs with others.
Hi Brian, if you feel you are getting lost as a beginner, perhaps look at our "UI Basics" video series that is of a lower difficulty level. The section on the Graph view explains some methods to keep your graph Clean and easy to use.
Substance thank you I’ll check it out.
i have designer 2019 and there isn't the shape splatter blend color......help pls....
I'm sorry I am not sure what would be causing this issue. Can you please post in our forums and we can help