Creating Damage Decals using Substance Designer
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- čas přidán 6. 09. 2024
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We press on with my continuous crusade to get people to think about Substance designer as a really cool, versatile tool instead of just a Brick Factory.
In today's video I'm going to make a impact crater heightmap and show three ways I can use this in other applications, either including it in seperate materials, used as an alpha in zbrush or as a Decal in Game Engines (in this case Unreal)
This guy just casually dropping a great Designer tutorial
As someone who's just getting into Substance Designer, your videos have been an absolute gold mine. Thank you so much for sharing your knowledge!
As a complete beginner to procedural texture artistry, your videos are an actual treasure trove. Thank you so much for making them!
Oh this is awesome to hear - You'll probably like my Core Course when it comes out
@@JohnnyHalcyon3D when's this due out?
Thank you so much. SO much.
Dude you have a fantastic way of explaining things.
Even when the topic is somewhat basic knowledge you manage to put some tips and tricks that surprise and delight even industry artist, like me and everyone else I know!
Thank you so much for making this and taking the time to produce such amazing resources.
Wow thank you so much! I think it's just practice, I've been doing the teaching thing for a looong while now
Designer is really an amazing tool to have it under your belt. Thanks for opening my eyes for other uses ^^
This is the galaxy brain take
Although I still have some difficulty understanding, I managed to follow along just now. Thank you very much for sharing. Looking forward to more tutorials on VFX textures.
This is awesome, thanks for sharing. Good luck building up your channel!
Appreciatee
I tried shortcutting some of the initial work with the inner circle + outer ring for the seed growth isolation by instead using a warp, but the warp introduced a ton of noise unfortunately (though it still works quite nicely, minus the noise introduced). Thanks for the tutorials, these videos have really helped expand my knowledge of Substance Designer!
Thank you so much for this content. It's the perfect speed and amount of detail for me!
No worries,! Appreciate it
Awrsome work!!!
Been following you on ArtStation for a while and happened across one of your videos. Really appreciate the type of knowledge you bring. I am a veteran Designer user and still learning lots of cool little things from your vids since you take such a technical approach to the software 👍Thanks for the work, keep it up!
Thanks brother I appreciate it!
Feels like watching a wizard working hes magic. :D Awesome video!
A polar after that crystal would have been cool for edge variation, following the impact point.
Yup you totally could! There's endless granularity you can get down to!
Thank you a lot! This video saved me because I am a newbie VFX game artist and this cracks decal is exactly what I needed for my current project. Hope to see more cool stuff!
This is straight fire bro, thank you so much 🔥🔥🔥🔥
Best substance designer content on CZcams if you want to learn it!!
Wow! that is very kind
Thanks for this one ! , i would like to see something about woodplanks with nails ,wood planks in general,Idk why i always have issues working with that,like deformed nails or wood veins that sucks D:.Of course this is only a idea for more videos ! thanks for reading and the time !!
thanks a lot man! This tutorial exactly what I looking for
I think this is your best video yet, atleast for me as a more intermediate user a lot of what was covered in the previous videos was quite basic. This on the other hand feels like its really building on the concepts shown in previous videos to create something more advanced. I already use Designer a lot to create VFX textures and this video will really help up my game to the next level. Thanks for doing these and I can't wait to see the next one!
Hey thanks man. Yeah I want to cover a range of comfort levels and to your point, I had to build to parts of this one - Glad you're enjoying them
퇴근하고 봐야지
잘 보겠습니다 ^^
I just used the radial blur to get the bigger width in the cracks, then leveled it down until it looked like a single thing
Your videos are awesome man !
Thanks for this video
Thanks for the tutorial, these are very useful tips!
it's simply fantastic!
@Substance3D
Seriously Adobe! Hire this man! In just his currently library, I've learned how to properly use your program. Hope things are going well, and you might get the time release more tutorial in the future. I've been recommending you to everyone I can when it comes to learning Substance. I'll be first in line if you ever release a paid tutorial.
Appreciate the kind words!
Of course. I made your tutorials required viewing for my classroom. I'd love to see more of your content cause, in all honesty, I struggled for ... years to understand substance. And now it's a part of my curriculum BECAUSE I can actually use it (and not 'go through the motions' from some other expert tutorial). Thanks for that @@JohnnyHalcyon3D.
These are great stuffs! If possible please do an introduction to FX-Maps, those intimidates me!
I don't actually use them much, I do use pixel processors a lot more often though
@@JohnnyHalcyon3D I would love to see a tutorial in this style on Pixel Processor!
U R GOD! It's useful for me.Thank you very much!
Amazing, thank you so much!
Is there a way to send a whole 3Dview as Unreal?
I actually see designer as a plugin tool for other adobe products, like painter, sampler and stager. its quite a nifty tool.
a plugin lol. designer is more of a beefy program than the others you mentioned imo
@@-PhilGibson what i meant was it can be used to create support tools for other adobe products. its common to create a material with exposed parameters that can be sent to substance painter for example. because it uses python at its core, its also possible to create customised modules for unity, unreal or inhouse tools...am looking at it from a programmers perspective tho
@@-PhilGibson very beefy and super thick
@@101touchapps lol
Loved the video, absolutely going to make a few alphas for zbrush this way. These detailed stylized materials you've made so far are something I've wanted to learn how to make for a scene that's living in my head rent free. One thing I'm curious to see (if you're up to it) is how you would go about setting up a material in SD the proper way, so it can be used in unreal for animating the material. I'm still trying to figure out how different programs work best with each other or if that would even be the correct process.
Thats awesome, yeah you can do all sorts of alphas in here real easy. Using designer to animate materials in unreal isnt really feasible in a runtime environment really. Wiring everything up to the SBSAR and having a blueprint run it is veery expensive. You'll never get it under 30 fps with anything sufficiently complex unfortunately. There are all sorts of things you can do to animate materials in unreal though - texture panning, flowmaps etc
yeah i had a feeling that was the case, it was hard to wrap my head around the idea but i figured id might as well ask in case there was a way. Thanks for clearing that up for me!
@@paulshack to be fair there are small things I think you probably can do in realtime. And if you dont care about the performance you can do whatever you want! You're just going to render out an image sequence
nice tutorial!
question plz. if one was to say add a little dirt, moss etc (along those lines).. with reusability in mind, would you instance this damage decal into a new graph where we'd add the other stuff or would it "need" to be done in this same graph(decal graph we just created).
최고입니다!
I really love your in-depth explanations. Do you have a patreon or something so I can support your channel, besides watching your videos?
It's in the thought process, but right now I'm not sure what extra stuff would be on offer
@@JohnnyHalcyon3D You can make patron with long brakedowns of your own more complicated materials where you can also point to shorter videos of specific techniques that you are showing on youtube. Would be awesome to see how you're creating those animated materials from your short in a step by step manner.
ohhh yes, the animated stuff from the shorts would be really awesome :O
I do now have a Patreon setup: www.patreon.com/JohnnyMalcolm
@@JohnnyHalcyon3D awesome! can't wait for more in-depth videos :D
What if I want to use this to make crack alphas (like single or dual or three sided cracks) without the lines running outside the square box? Does removing the dots created by the tile sampler using a mask at the edges remove the lines to the cracks that go outwards?
20:34
It looks cool - can you expourt this effect into unreal engine without quality loss?
Yup, if you want the least compression possible, set you're greyscale textures to R8
So, how do I export an alpha for UE5?
There is also no link in the description to the file like mentioned so I cant see how it's done
You can build an output node and plug whatever you want in to it to export. If you want to pack the alpha in with another texture first you can use an alpha merge or RGBA merge node
Amazing video! Also i'm gonna start calling decals 'deckles' from now on :)
Its a Canadian thing!
For the engagment.
its an advanced brick factory lol
really great tutorial,thanks
Hello sir please create discord server for us if we have any trouble,we can ask you.