Hey guys, in my quest to level up my substance designer skills I made a simple black and white tile floor to get me started on my journey. I decided I wanted to take it further and start adding in adjustable damage. So far I've been successful in being able to remove tiles and show the mortar underneath but I am unsure of how to add the rest of the damage that I want.
What I want to do is get my tile damage to look a bit more like Leonid Kuzyakin's tile shown
I believe he also posted his results on these forums as well.
I am unsure of where to start or how to go about it. Specifically making edge wear like his, and the ability to crack and break tiles apart in a non repeating manner. I also like the discoloration on the large broken chips.
Additionally, my tile looks a bit more rubbery instead of hard ceramic and I am unsure why.
Great result. However, tile adhesive is properly applied in a linear fashion. I've never seen it applied as concentric circles and if I did I would strongly advise against it.
Thank you thank you! I've added quite a bit more to it and it looks great! I plan on getting a few renders together and will hopefully post my results tomorrow!
@musashidan You're correct! The reason why they're circles is because I was trying to imitate Leonid Kuzyakin's work where his are circular too. I will consider changing, I am not sold on the idea yet mostly because that particular part was something that drew me into Leonid's work and made me want to try it myself.
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And his tiles seem a lot more glossy than yours. That also might help to reduce the rubbery look.
@Brygelsmack Thanks for the tip I will get around to adding that later today!
I've equipped the tiles with three different kinds of damage masks.
1) Tile Cracks
2) Broken tiles
3) and full tile removal.
Each is adjustable to what ever is required of the material.
No Damage
Removing Tiles
Cracks
Broken Tiles
Thank you for your help, and please feel free to drop some critique!
http://polycount.com/discussion/179109/damaged-marble-tile-substance/p1?new=1