Thanks for sharing and detailed production breakdown
i thought there wouldnt be anything better than akeytsu for creating easy animations. im happy if i am proven wrong.
Keith, I just wanted to stop by and say: Thank you.
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.