SD Guide: a Procedural Stone Wall Texture
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3 hours ago

Derjyn it is really hard to understand your motivation of commenting. I bought the material and it *highly* satisfied my needs. Also the seller is really helpful, I was'nt able to run it in 4.18 he fixed it in minutes. If you really want make something really productive create your material and than release an article here.

by Alex
3 hours ago

So uhh.. What's happening at Machine Games then?

4 hours ago

Great article but the link to the artist's Artstation portfolio is no longer working?

SD Guide: a Procedural Stone Wall Texture
15 August, 2017

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

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

Source: The Rookies

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