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SD Guide: a Procedural Stone Wall Texture

The Rookies published an awesome tutorial by Kyle Horwood on the creation of photorealistic surfaces.

The Rookies published an awesome guide by Kyle Horwood to creating photorealistic surfaces using procedural methods inside of Substance Designer.

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Here is a small teaser to get you interested:

Stone Wall Creation: Height Detail

With the stone wall material, and any other material, it’s best to work from the biggest shapes down to the tiny detail. I made sure to focus on the main shapes for the stones and using some bevel nodes I could create some stones with varied edges.

Now that I had some stone shapes, it was down to working on their edges to create a more realistic look to them. I also created some undulation within the stones.

As well as sculpting the edges, I wanted to make sure the stone surface was looking better so I sculpted them too. Though I’m just using Substance Designer to create this material, I will use the term “sculpt” because blending these procedural noises together is similar to sculpting in software like Zbrush.

After sculpting the surface and edges, I worked on the chipped and cracked look and other surface details. With this I mostly used the nodes that came with Substance Designer with little authoring to them. It was mostly down to getting the right shapes from the nodes. I used nodes such as the histogram scan to pick out certain details in the height.

Kyle Horwood, Texture Artist 

Make sure to study the full guide here

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