Substance Designer Tutorial - How to make a Stylized Medieval Wall

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hello everyone this is 3dx here so in today's tutorial i'm going to be showing you how to create a somewhat medieval wall texture for in substance designer this is a beginner tutorial so I'll be showing you pretty much step by step on how to make this so let's go and get started so first what you wanna do is you want to create a new file which I already did in my case may met in create it let me close this here okay so when you first open substance designer this is what you're going to be getting you're going to be get in your outputs and by default you got your basic color you need to normal map you get a roughness a metallic and a height map in our case we also want to get an ambient occlusion so I'm going to duplicate this with ctrl D move this down here and click on it and I'm going to name it a oh and then my identifier and my label 800 as well and for usage you want to change from height map to see the me expand this a little bit more so that you can see it and fit test to ambient occlusion so now we have an ambient occlusion output as well and that's pretty much all we need for this so the first thing we want to do is wanna start with the simple shapes so let's see let's create let's go on the patterns and the thing about suction since I know only you need to know about is that there is no like there is no one way to make something like this there are many different ways just like when doing 3d models there's multiple ways to create something and the same goes for such cool designer there's multiple ways to create something so in this case I'm going to let's see let's try tile generator and see if we can get something with this expand this let's see let's it is a lot smaller maybe less than that something like this then we have our simple shapes right now it's using a brick pattern we can input our own pattern if we want to or we can choose from the ones that they have here in this case I think the brick pattern works fine you can change the shape of the pattern and if we want to start preview this in our 3d view what we do is we go to scene we can say like what we want to preview it on so there's different shapes here it's preview it on the cube for now and what we can do is start by stop by creating some temporary nodes so press the spacebar to add a node this is the easiest way to access this and let's use a uniform color which essentially is what it sounds like it's just a uniform color and then we drag and in put that into a metallic first control D and I'm going to duplicate it and I'm going to add this to my roughness my roughness I don't wanted to be super shiny right now and I don't want to be working with color for it so I'm going to click on grayscale then set it to maybe like a mid way here so that it's just so much shiny duplicate it when I go to use my as my temporary color or base color okay so now I want to get my normal map so spacebar type normal and you'll get that and then let's get our not from here and as you can see we're taught to see it here in the viewport hold on shift and I mean ctrl shift and right mouse click and drag and you can rotate the light to increase my normal not intensity to about like 10 so you can see it better and now let's also get the ambient occlusion so I'm gonna type ambient occlusion and then connect that here and then this one has not been added to our vehicle because we added it ourselves so what you're gonna do is select it and then right mouse click and drag it in here then choose having a fusion okay so we can hold off on the height map now okay so let's go back to our towel generator let's get the shapes that we want here so let's see we can change [Music] maybe we want the ones in the middle to be a lot more light squares then we can change the scale you can make that random but we don't want to do that right now you could also move this around but that's not what we want in this case so I think for the most part our settings here should be good okay so now the problem right now is that our wood it inverted and we don't want that so you invert this we do a space bar look for an invert grayscale because we're working with gray scales right now oh yeah so now it's actually more appropriate to what we're doing and there's a lot easier to preview so let's see let's go back to our town generator and right now it doesn't look like wood because it's just going really sharply in here and we want to make that transition a lot nicer so let's see how we can do that here so we could probably do it through the scale by scaling that up a little bit okay so that we have it so now what we probably want to do it one at wanna make it look like this wood piece is actually going on top of that so like this as you can see here so there's a piece of only going underneath that and even on these as well so one way to do that is let's see what I could duplicate this piece and here let's see sometimes you have to keep tests a lot of things just to see what works okay so what we're going to do isn't good duplicate my tile generator and here let's see I'm going to set this back to one I always increase this a little bit more oops then what I'll do is let's do a blend so blend essentially blends two nodes in this case I'm going to blend that and then under the plan we have blending modes just like in Photoshop see what we can do these potentially used to subtract let's get closer here so we can see what the systems in light let's go back to our tile generator and we could change the shape to a square instead and let's see that scallions one thing I'd probably want to do is on this one as well we'll change that to square as well and here I'm going to increase the size back to this one and this is point maybe six I believe on the other one so there we go so now we have that on top okay so so now that we have that we probably let's see you might want to do the same for the top it's kind of hard to see in this where maybe we can see a lot better here if we wanted to separate the top as well to make it look like that's going on on top like this or we could leave it as it is let's see we can probably do that so to do that we can probably do the same technique you can duplicate our tile generator and then in this case I think it might be better to use a shape so let's use a polygon one and then we're going to transform it into a cube then scale the set is 31.5 so they want one time it's good and now what we want to do is scale this so use a transform to D and I'm going to scale this up like this and another thing I'm going to do is under tiling mode I'm going to click here and set it to absolute and no tile in it so that way we don't have any tiling here then I'm going to use the same thing use the blend and blend this piece that's for the bottom here something like that but I'm going to set the blend really low okay so that's good now if you want to do it for bowties the top and the bottom what we can do is we can add a mirror in a grayscale then set just axis to Y this which is announced at the bottom as well so now we have it on both sides okay so now we have our simple shapes and let's probably add one that goes on the side like that so to do that we can potentially just use one of these as well so this we use this your control dianna and then we can move this down scale this rotate it this little matrix you just to see the app the numbers a lot easier then what we're going to do is do a blend space power and blend this add this in then the set is to probably add move this back a little bit and over here what we can do is we can scale this end that maybe lowered the opacity or just click on us is let's see is try one of the other modes so something like that and as you can see now we have that we're intercepting there to get rid of that what we can do is let's see we can use this as a mask so if we click and add this and I'm asking where now it's inverted so we have to do is invert use the invert node here to invert the mask added here as you can see now it's no longer intercepting in a strange way might be better if we have it like that so it looks like it's underneath we could even have it go like that if you wanna add another one let's probably add another one here to control D on this one we rotate it a little bit then I'm going to duplicate this as well let's see if I'm going to add this instead then this is going to be in the bottom then the same mask just already collected but I do have to really connect these pieces okay now let's move this down probably it's actually added down here okay so something like that so that we have more variation on this okay so we are pretty close to being done here because it was just gonna be pretty simple so now that we have our shapes ready we can probably add a little bit more babble to this right now they're just flat shapes so to do that but we can start with just start with the start with this piece right here so add a bevel and this a little bit more see what this looks like hey it's way too much sobbing look out instead so something like that and then I'm going to duplicate it and add it to this and I went and I was just a little bit we just have to be just a little bit more careful with I may have to scale this one just a little bit more let me use the transform for that okay let's see also that we don't have strange-looking pebbles on this so let's try this again [Music] okay I think that looks a lot better so let's do the same for let's see when you did this thing for this piece you have to bevel it obviously that's way too much okay then I'm going to duplicate that same bevel all right so there we go so at this point we can also probably start to preview the height map so let's connect that to our output here as you can see now to preview the height map on the materials default definitions here and then tessellation and then here you can increase how much you want to preview the height map so let's set this to a little bit like this so as you can see there's actual height to it so okay so now what we want to do is we want to give it a little bit of variation on the wall behind it so let's do a just add a space bar and out a cloud all right clouds to then to this I'm going to add a slope blur then you'll see what we get then now eight purling noise and for our slope blur one includes our samples then our intensity increase the key we can choose different types of let me scale this we increase our density just to create a little bit of variation now I'm going to blend this with this and it's at this at the top so as you can see now this is what we have and then I'm going to blur down a little bit with that blur okay and now let's see you have to choose our blending modes I only want it to be slightly there I don't want too much and I also don't want affecting the wood pieces so for that I'm going to use a histogram scan drag it to here and then this essentially is going to increase it's kind of like a levels then use this as a mask and I'm going to invert this so now this is only affecting the areas without the wood so now we have just a little bit more variation on it so I think that's good so let's go ahead and add some wood grain to our wood because right now it's just a flat plain essentially so let's see we can probably let's go on their noises and we can find something here that looks good light try this try that let's keep it like that part so let's see we can try this maybe do a slope blur as well see what we get out of that and as you can see sometimes with substance designer is just a matter of playing with the notes and see what you get there is not so it's not so much as exactly knowing what's the best note to use a lot of times is just testing different things okay so maybe that's our wood and so now probably add at the end here so let's do a blend add this on top and now let's change the blend in mouth that's gonna make this look good I think that looks good but now obviously we don't want the wood to be affecting everything so we had to find a way to first the wood has to follow the direction correctly so in this case is following correctly for this piece but then not that so we have to find a way to mask this so let's see probably duplicate this piece and have the intercepting ones out of it let's move your mask but I also need the top piece to disappear so in that case we can probably use to use this right here so let's do that do a blend and connect this piece right here then this is going to be a subtract and now we can use this as a mask okay so now so you can see now that's only affecting the correct areas and now we wanted to go on the opposite direction so what we can do is we can add a transformation for lists we can just rotate it okay so now we just want to duplicate this explain and at the bottom now this is at the top then our mask now probably just invert the mask will not embarrass you this one now okay let's see if that works okay let's see so see what do we do here let me remove to ask first see what's going on okay so okay so now we probably won't use the same mask but invert this so that now that is only affecting it's a light dude although it is affecting their the wall as well we don't necessarily want or me what we do um it doesn't look that bad but let's say we didn't want that so we can probably and the other mask this let's see trying to get the squares in the middle to not be there so let's try blending this and then show you this see we get out of this think that's correct let's see seems correct although I think the edges might be coming a little too hard in there so instead of that one let's use the one as the bevels okay so that nice nicer okay so cool so now that is our mask fold that one so now it's following the correct direction and let's see this looks just a little bit weird but it's not too noticeable okay so so now we want to add it to this piece we can do that as well let's see to do that we're going to need a mask from I believe will be this and then blend that with this right here let's see this is kind of what we want although it looks like on there are lines here so hopefully that's not do notice walls we have that so let's do duplicate this again this is starting to get just a little bit messy here now we're going to rotate this about that direction so it takes the other way okay now let's do blind such - it's multiplied various so let's see normal to budget is lower than that just a little bit here now our mask is just a little bit harsh so we didn't always just do a blur on it only slightly there we go you could even try a different blending mode no I think just multiply works okay so yeah and then this one I'll just leave it for now you get the idea how that's done but we have essentially something that's looking pretty decent for a you know start obviously not a final thing here but anyway so now what we can do is we can start to get this on color so we're going for style I see it so what we can do is just do a curvature stoical over just moved here on the normal map and then from this what I like to do is do a gradient and here we choose our colors but I think about such as design as you can choose the pick gradient and then you can actually do something like this for example when you can actually drag on an image and get your colors that way let's see what let's see what this is looking like on the actual model I want to go a bit more stylized so still let's do something like that then I'm going to duplicate that and change the colors here - something like that and then we want to use the mask which is the sort of final mask is I believe is that so the to have blend let's put this on top then use that mask to mask out the I'm gonna invert that so invert grayscale and now we have the areas that we want so let's see what this is looking like only cue okay let's see change this just a little bit is it just a matter of preference on what you like what you think looks cool okay so that's what this is looking like now let's see I'm going to use the ambient occlusion so I'm going to duplicate tap then here is to make it a lot darker and let's try a slope blur on this used just a class this time okay so that looks good and let's see start moving some of these out let's use oops let's duplicate this no set up that way just for now just so I can see what's going on to a buoyant that and I'm going to use my M inclusion and blend it with this okay so that's going to be my mask and add this under my mask now it's kind of hard to tell what's going on so I'm going to also use a histogram stand which as I mentioned earlier is somewhat like a Photoshop let's do input here okay so you see now that gives me something on the edges so I can see let's make this more obvious so that gave me that extra detail there I can add more color to the edge or just make it darker but it comes with a little bit of noise as you can see okay so so I think that's looking pretty good for our you know medieval stylized wall and let's have to receive what it looks like if we change our initial tile so we can increase that so there's a few things here that top work perfectly and that's the areas where we have the interception so we're gonna have to watch out for that if we want to change this much or we'll just have to make sure that we account for that when we first make it so it works better when we have need to press the spacebar here you can actually see the tile works better when we have less divisions and if we want to make so this is if you want to make the texture even more stylized we can always let's see what else we can do here this is more like a hand-painted kind of look it's not it's not a PVR look we could that's - let's use our lights so this is essentially light that would connect a normal map - then we can rotate it so for example we can do it's just a uniform color for now they just choose really bright color just till we know what's going on do a blend then with a light we mask the top so as you can see now we have that red color at the top and obviously we can change that to whatever so it's more like a highlight so this would be a lot more you know hand-painted giving us that hand-painted look and then if we want to change wanna do the opposite as well we're gonna see we'll take this the other way then change the color let's go for a purple let's burn this get the light this and now we have the color on the bottom then let's put the light you can always change the rotation of that and obviously change the color as well this is for a more stylized kind of like hand painting look so okay so I think this is pretty much where we can end it this is our our outputs and then we can use if you want to export this we can export under export outputs at bitmaps and then you can start to you know use it somewhere else so yeah I hope this tutorial was useful I realized that a lot of the information is just it's not as clear just because UPS and Spain is one of those substances sign has one of those programs where you have to just play with the notes and see what comes out and so forth up on this tutorial didn't this is my first time I make something like this for example I mean I kind of knew how to make it and we I can make it probably better but along the way I was pretty much just winging it and just trying to find out what worked and what didn't and that's usually how it goes with substances kinda nice to just have to play with a note and so you can see once you have an idea what nodes do you can start to create something like this so yeah I hope you liked the tutorial and if you found it useful and found this useful I don't forget to hit the like button and subscribe to the channel do you wanna learn how to make stylized assets check the link in the description below and I will show you how to model in Moorea sculpting ZBrush how do we apologize to model with Maya you clean map it and then texture it with substance painter
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Channel: 3dEx
Views: 39,497
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Keywords: Autodesk Maya 2019, Autodesk Maya 2018, Maya 2017, 2016, 2015, 2014, 2013, how to, tutorial, learn to, step by step, instructions, course, easy, simple, fast, beginner, intermediate, advanced, latest, techniques, Blender 3D, guru, hermes, chamfer, flipped, normals, fix, perfect, bake, PBR, physically based, rendering, pipeline, workflow, Substance Painter, Substance Designer, Stylized, hand painted, cartoony, Marmoset Toolbag, UV, mapping, unwrapping, model, 3D, technical, settings, Zbrush, tut, best, procedural
Id: 1Pz2R610A_c
Channel Id: undefined
Length: 51min 29sec (3089 seconds)
Published: Fri Feb 15 2019
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