I've been thinking about opening this kind of thread for some time, so I figured why the hack not

It will be nice to show progress and get some valued feedback.
I'm working in the mobile gaming industry but we are still not using SD in our pipeline so these are various personal experiments.
Fire away with any comments and/or questions.
Obligatory tiles:

Roof:

Rock variations:

Replies
Dirt base:
Procedural branches:
Pass one:
Pass two:
Procedural acorn:
Pass three:
Could you elaborate on how you got to the final image of your cliff GIF? Like the softwares used and the process? I assume its seamless too?
Thanks a bunch!
Sure I can elaborate the cliff, but I'm not sure I understood what exactly you want to know. Everything is made proceduraly in Substance Designer, and yes it it seamless. The last image in the GIF sequence is an Iray render with displacement and ones before that are just openGL viewport screenshots.
I'm not writing any details but if anyone has any questions just ask
Any of them, but the ones that strike me particularly are the forest soil/ground ones with the leaves. It's got beautiful clean tessellation on them!
In the meantime - today's quick sketch:
I promise to do a proper tut when I get a chance.
More tweaking on the concrete tiles:
It's an emission channel in SD. I isolated the pits and gradient mapped them yellow-red-black to get the glow. And introduced some breakage with noise.
@skycity02
Thanks
Here is another pass on the coral one. I'm probably going to slow down a bit now and spend some time to to proper presentations and breakdowns.
It's good, especially that it has opportunity to self-shadow.
First, procedural tree stump:
And something more interesting, update on my forest ground, now with water and ice:
Anyway, these are mostly from the SD6 Beta phase that I had a pleasure to take part.
Abstract doodling:
More work on coral reef:
Completely procedural books:
And a stone pond:
First two are vanilla renders from SD, third one has some post-processing.
I'll start slowly properly publishing some of my personal work. Let's start with these roof tiles.
https://www.artstation.com/artwork/a4Xa9
When I get 4-5 of them published I will share all the substances in a pack.
https://www.artstation.com/artwork/ARn25
I've released some of my SD stuff for for free on gumroad:
Here you can find graphs, meshes and renders for my abstract experiments
Here you can find dozen patterns that I use when making real-time vfx
You can also read a bit more about the abstract experiments here.
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My procedural bookshelf currently looks like this (rendered in Marmoset):
Experimenting with procedural tree bark with mushrooms. Rendered in Marmoset with cylinders or custom meshes:
And obligatory procedural rock face
https://www.artstation.com/artwork/aAk1X
https://www.artstation.com/nikoladamjanov/blog/G8Nq/graphic-design-with-substance-designer
All the credits go to the original designers - Diana Hlevnjak and Magdiel Lopez.