Started working on learning Substance Designer a bit before Christmas, and just got back into it today with a new material. Decided it's time to create a thread to collect all these tests together. All of these are 100% procedural out of SD.
The first material I made. A simple tile floor with an alternating tile pattern:
Cracked and peeling paint:
Brick wall:
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I recently started learning Substance designer as well, I would love to know how you went about doing the peeled paint effect.
The brick looks great as well!
Not really following any tutorial in particular. I used the intro tutorial on Allegorithmic's site to get the basics and just started messing around from there. I'm pretty comfortable already with node based workflows, so that helped.
For the AO, I've just been using the AO node that creates occlusion from the heightmap. I'd agree that it goes a little too far on that one.
This was the image I was using for reference while working on the wall material:
Essentially how I ended up doing it was first just using voronoi cells for the biggest shapes. Then I distorted that using a mosaic node and some blurred noise to get the outline of the paint and the wall. After that I just mixed in several levels of voronoi cracks. I also ended up using a shadow node in the heightmap, to get the way the peeling paint seems to peel up at the edges of the paint along the bottom. All the other maps (diffuse, gloss, spec, normal) derive from the heightmap.