For this week’s homework I followed a tutorial on how to make this stylized tree bark material. This was my first time using substance designer but the node made it easy to follow. I’m pretty satisfied with the outcome of the material, I’m quite happy with the depth the material has and it was pretty interesting to adjust the different nodes and settings while following the tutorial and seeing the difference it makes.
For the final assignment, I wanted to make a stylized overgrown forest-y scene and this was one of the materials I needed for the scene and the channel I found the tutorial on has several videos on materials I needed too.
Tutorial followed – 3dEX
I chose to follow a tutorial from the Adobe substance 3d channel here.
This isn’t the first tutorial I watched for substance designer though. I watched a substance designer tutorial for burnt wood that I hopeto use for my final here. It helped me understand Substance designer a lot.
I haven’t finished it yet cause I wanted to try something else.
This tutorial however was pretty daunting. There were a lot more nodes and it was harder to organize. Though I found out that you can add pins on the strings to organize it better, but I think it got too chaotic for me.
The tutorial first scared me when he showed the graph in the start. But it was a 30 min video which is 20 mins shorter than the burnt wood one so I went through with it.
I did have to pause a lot during the burnt wood video, but here i already knew what i was doing so it was faster for me.
Substace designer isn’t as hard as I expected. And since I followed a few tutorials I think i got a handle on it.
There are heaps of cool substance designer tutorials that I wanted to do but this particular one caught my attention as I have plans to use a trim sheet for buildings in another class. I decided to do this tutorial to get a better grasp on some different methods I can use to achieve the look I want from my building models.
Stylized Trim Textures | Substance Designer Tutorial
I found the tutorial a little difficult to follow since I’m used to having a voice over to follow as well and not having to look at the video while im following along in my own project. I found the tutorial to take me much longer than normal because of this, it was sped up a little as well so I slowed it down but I still found I had to pause a lot to process the next step.
There was also no explaination about how to get all of this into the actual material of the 3d view so I had to look at other tutorials to see how they may have done it (even then I’m not entirely sure its the same).
These are my progress screenshots! I didn’t follow the tutorial completely to the T as they did some things that I didn’t like. I had created this trim sheet with the game buildings I’m creating in mind which are a little more stylistic but this tutorial ended up with a more photorealistic wall texture despite it’s title.
Here is what my wall trim sheet ended up looking like!
For this week’s exercise, I followed this amazing tutorial Burnt Wood | Beginner Substance Designer Tutorial by Chunk and created my first material in Substance 3D Designer. Since this tutorial is really beginner friendly, I took lots of notes for various nodes when following step by step during the entire workflow. And as a great start, I also followed this intro tutorial Saving Templates in Substance Designer (And Creating My Own!) for creating a custom template, which will be helpful to future creations in SD.
Back to my experience this week, I could feel my familiarity and efficiency were getting higher and higher during the process of digesting the tutorial. It was truly satisfying to figure out the function and difference of each node and play around with different parameters that would refine the details dramatically. The only thing I hate and love at the same time is keeping everything organized and tidy, I spent massive time making the lines straight and adjusting each node’s position, which was a bit time-consuming yet satisfying when I saw them in the end.
Overall, I ended up getting more used to the Substance 3D Designer workflow through this week’s assignment, and I feel confident to make my own custom material for my future project!
SUBSTANCE DESIGNER HONEY MATERIAL
For this weeks homework I followed a tutorial of creating a honeycomb texture in Substance Designer.
The tutorial I followed can be found here: Substance Designer Beginner Tutorial – Honey Comb – YouTube
Though my material doesn’t look quite as good as the one in the video
but for my first go with substance designer I think its not bad! It was very interesting figuring out how to work through this program. I am definitely interested in exploring node based material creation and even saw some ways of including photo scans and Ai to automate some of the process which I thought was very interesting.
It was very interesting seeing the material change throughout each step, in particular when adding the wax cap effect it was a big jump from just the honeycomb pattern.
This tutorial creates a decently complex texture using very simple techniques making it perfect for getting comfortable with the software. I am hoping to include this material somehow in my final project!
here is a look at the graph
For this week’s homework, I followed a tutorial by 3dEx on How to make a Stylized Medieval Wall. I wanted to go with a tutorial for a stylized material because I always find them really cute. Also, I didn’t want to get too caught up in the details of trying to get my output as realistic as possible, especially since this is just my first dip into Substance Designer.
I’ve had several prior experiences with node-based programming, so the concept wasn’t new to me. However, as with any new software, I’m still at the point where I’m intimidated by how many nodes there are that I still don’t know exist or how to use. Despite that, this week’s homework was a great warm-up exercise to get me familiar with some of the potential nodes I could use for my final project.
I found it very useful that there are so many nodes, not just for blending calculations but also texture generators for various kinds of noises and patterns. This highly streamlines what would have taken forever when we were coding with only GLSL, so I definitely see the potential of how Substance Designer can help you make many materials–and fast! I also found it very useful to see how vital shapes and shaping functions are, especially with how they’re used for almost everything throughout the graph.
Below is a rendering of my final material!