Tile Generators and Good vs Bad Randomness
🙇🙇If you would like to support me making more tutorial content, please consider supporting me at Patreon:   / johnnynodes  Part of improving at substance designer is learning to embrace the procedural nature of the program. Too many people try really hard to put a specific stone in the exact spot they want. Even though this is the case we still can use interesting methods to wrestle the randomness to create more of the look we're after

▶︎
STOP guessing what (the rest) of the Blend Modes Do

▶︎
20 Tips I Wish I Knew When I Started Substance Designer

▶︎
Digging into Tile Generators

▶︎
Substance Material in 3 Levels of Complexity

▶︎
Making a 3D Grid-Based Dungeon Crawler in Godot (fixed audio)

▶︎
Stop GUESSING what Blend Modes do!

▶︎
Extracting Masks with MATH and LOGIC

▶︎
Key Trick to Flawless Flood Fills!

▶︎
Easy cliffs in Substance Designer! (non-uniform directional warp)

▶︎
Day 86

▶︎
Rock And Cliffs | Designer Quick Tip #13 | Adobe Substance 3D

▶︎
Definitive Tile Sampler Guide

▶︎
10 (More) Tips I Wish I Knew When I Started Substance Designer

▶︎
Create a Wool Fabric Texture in Substance Designer

▶︎
Substance Designer - Mountain Path Tutorial Part 1: Creating Rocks

▶︎
Big Brain Time! - Can we SOLVE this notorious problem with Textures

▶︎
Demystifying Slope-blur!

▶︎
Cracked Tile Floor Tutorial - Part1

▶︎
