🧱 Material Study — Stone Tile
A completed procedural material built entirely in Substance Designer. This study focused on sculpting stylized stone using tile samplers, slope blur, grunge blending, and custom masks — all assembled into a clean, game-ready output.
🎨 Process Highlights
- Final Touches: Added curvature polish, height variation, and grime breakup.
- Mid Iteration: Used histogram scans, flood fills, and slope blur to shape cracks.
- Early Tests: Focused on tile shape variation and balancing stylization vs realism.
Practicing how to make patterns in 3D Designer, I made this cool summoning ring and imported it into my main graph. Added blurs, warps, and a new grunge splatter — and we got some blood smear on the tile. It’s not much, but it’s honest work.
Some voronoi layering and blending it together with my other lovely texture pieces. Big demolition wear — definitely my favorite to tweak. Changing the value is satisfying af.
Used grunge scratches and histogram scans to get some solid edge wear. Fast, clean, and gritty just where it needs to be.
Tile sampling, flood fill, and some basic PBR treatment. Simple stone subway tiles with gravel seams. Used height maps to get strong material edges.