Almost like 10 or 11 hours of work in one day and I only have 6 left to go! although it's annoying it still doesnt save the 3d settings i have to re apply everything
Do you mean the setting for the 3D view? You can save the settings and set a default state in the preferences. docs.substance3d.com/display/SDDOC/Project+Settings#ProjectSettings-proj-3d-view3DView
After adding these details to the twig nod, I got the grunge which I added to twigs shape AO on the pebbles, I think the details from twigs affect the pebble's AO but I don't know how to fix it 😢
Hi, first of all thank you for this great tutorial ! I do have a problem though : when I open my software, the 3D view displays a simple cube. I always drag and drop my instanciated nodes inside it, but all the time something goes wrong : here for example, I dragged my Base Material and Shape Splatter node (as a Height) inside the 3D view. As a result, the plane isn't affected by changing in scale, and moreover tweaking the scales makes all the surfaces pointy and ugly. Yesterday I managed to fix it but I don't know how I did it and some elements (like the twigs) were still pointy and ugly when scaling the overall material.. Any idea ? :/
Thankyou for the tutorial! I want to ask a question.. Is it possible if I use the output image of the twig to use in the main graph to decrease the file size of the graph? I just wondering if I can save more space Thankyou🙏
Glad you liked the tutorial. You can use the output image of the twig as a graph input. You could export the image and add it as a resource to the graph.
This is all very well for somebody who knows what they are doing but how do you expect a novice to know all this? How would we know to use a none uniform blur node, this is crazy complex. I want to be able to walk away from this tutorial and create my own textures. I'm this far in and all I keep thinking is Texture Haven & Quixel. Why would anybody do this much work for a simple muddy ground? On a second note, why are you adding extra detail to a twig that is essentially only height information?
Substance Designer is our most complicated, technical software. It's intended for someone who wants maximum control. You might be better of trying Alchemist, it's much simpler and gets you results in a fraction of the time, you just won't have the fine grained control you get with Designer.
5:16 Non Uniform Blur is my new favorite node.
Who is talking throughout this videos and does he have other tutorials? He's just so good at teaching.
nearly done amazing tutorials!
This tutorial is so awesome, thank you Wes!
Thank you very much! Really appreciate it
Great tutorial im enjoying my day thanks 2 u❤
You are amazing. Thank you!
Almost like 10 or 11 hours of work in one day and I only have 6 left to go! although it's annoying it still doesnt save the 3d settings i have to re apply everything
Do you mean the setting for the 3D view? You can save the settings and set a default state in the preferences. docs.substance3d.com/display/SDDOC/Project+Settings#ProjectSettings-proj-3d-view3DView
rly help for ground designer! like this tutorial is very rare If possible, train with higher versions thank you w8ing for more :)
After adding these details to the twig nod, I got the grunge which I added to twigs shape AO on the pebbles, I think the details from twigs affect the pebble's AO but I don't know how to fix it 😢
Hi,
first of all thank you for this great tutorial ! I do have a problem though : when I open my software, the 3D view displays a simple cube. I always drag and drop my instanciated nodes inside it, but all the time something goes wrong : here for example, I dragged my Base Material and Shape Splatter node (as a Height) inside the 3D view. As a result, the plane isn't affected by changing in scale, and moreover tweaking the scales makes all the surfaces pointy and ugly. Yesterday I managed to fix it but I don't know how I did it and some elements (like the twigs) were still pointy and ugly when scaling the overall material.. Any idea ? :/
I think the issue is that the material is not set to tessellation. In the 3D view just go to materials>definitions>tessellation.
how did you fix this? assuming you remember lol
Thankyou for the tutorial! I want to ask a question.. Is it possible if I use the output image of the twig to use in the main graph to decrease the file size of the graph?
I just wondering if I can save more space
Thankyou🙏
Glad you liked the tutorial. You can use the output image of the twig as a graph input. You could export the image and add it as a resource to the graph.
This is all very well for somebody who knows what they are doing but how do you expect a novice to know all this? How would we know to use a none uniform blur node, this is crazy complex. I want to be able to walk away from this tutorial and create my own textures. I'm this far in and all I keep thinking is Texture Haven & Quixel. Why would anybody do this much work for a simple muddy ground? On a second note, why are you adding extra detail to a twig that is essentially only height information?
Substance Designer is our most complicated, technical software. It's intended for someone who wants maximum control. You might be better of trying Alchemist, it's much simpler and gets you results in a fraction of the time, you just won't have the fine grained control you get with Designer.
@@Substance3D i am assuming direct control
@@Substance3D tell em