Let's explore what channel packing is, why we do it and how it can benefit your workflow!
To download all the videos, check it out on my Gumroad!
https://gumroad.com/l/FyfoDc
Timeline
0:00 Intro
0:22 Why We Channel Pack
1:30 Pixels
2:02 Images
3:43 Channel Packing
4:41 RMA Example
5:36 Albedo/Transparency Example
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#GetLearnt #ChannelPacking
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https://www.youtube.com/watch?v=HANAToqXy6A
In this episode, we look at a different approach to file format storage with TIFF, and the advantages and disadvantages it offers.
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https://www.youtube.com/watch?v=prm_GAXsWcI
This video will finish the albedo for our material by looking at our dirt and foliage.
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Cobblestone Series Playlist: https://www.youtube.com/playlist?list=PLNVgvs7u-udRZS0TKID2o8wtxzMcxKzwn
You can download the videos here: https://gum.co/ufeOa
Want to contribute? Check out the Get Learnt Patreon page here!
https://www.patreon.com/GetLearnt
In this video, we go ahead with creating our first material graph for our asset which will become the basis of our graph template to streamline our development into the following video.
Make sure to grab the free resources here: https://gum.co/RJmBH
Want to contribute? Check out the Get Learnt Patreon page here!
https://www.patreon.com/GetLearnt
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https://www.youtube.com/watch?v=m9rNaMMBjDA
In this episode, we learn how we can distort geometry by using grayscale maps called Height maps to create physical surfaces.
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https://www.youtube.com/watch?v=fkcrNDf8zYM
In this episode, we will cover how to get convincing, versatile cracks very easily and with very few nodes using Substance Designer.
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0:00 Large Cracks
3:17 Small Cracks
9:17 Cracks Width
13:38 Edge Damage
19:12 Extensibility
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Check out how to create the exact same template I use here:
https://youtu.be/SAMyIxp0Le8
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Help support me and get access to all of the goodies!
Gumroad: https://gumroad.com/get_learnt
Patreon: https://www.patreon.com/GetLearnt
#SubstanceDesigner #GameArt
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https://www.youtube.com/watch?v=oBeilgg4vJU
In this episode, we dive into making our twigs to scatter around our mud material using the same methods we created in the previous episodes.
It's time to Get Learnt!
Want to contribute? Check out the Get Learnt Patreon page here!
https://www.patreon.com/GetLearnt
For any and all music used in this video, check out Rizvi on SoundCloud and give him some love!
https://soundcloud.com/rizzzvi
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https://www.youtube.com/watch?v=byL65STRivs
This video will cover the remaining output map for our material: Roughness! We will look at some ways I go about quickly developing a starting roughness map, and ways we could continue to build upon it by using surface information we already have in our graph.
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Cobblestone Series Playlist: https://www.youtube.com/playlist?list=PLNVgvs7u-udRZS0TKID2o8wtxzMcxKzwn
You can download the videos here: https://gum.co/ufeOa
Want to contribute? Check out the Get Learnt Patreon page here!
https://www.patreon.com/GetLearnt
In this video, we explore how we can begin to better unify our entire material by implementing contextual dirt and grunge, as well as adjusting the overall roughness of our material to fit a more cohesive look.
Make sure to grab the free resources here: https://gum.co/RJmBH
Want to contribute? Check out the Get Learnt Patreon page here!
https://www.patreon.com/GetLearnt
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https://www.youtube.com/watch?v=fYZfpVxCZ3M