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Chipped Adobe Texture

This was one of the procedural materials I made using Substance Designer for a collaboration project, Blood of the Damned, which you can read more about here

Programs Used: Substance Designer

Creating​ the
material

          For this texture, I started by creating a square shape node to which I added some warped perlin noise to create a wood-like texture for the foundation of logs that the mud adobe texture will eventually be layered on top of.

Adobe_01.PNG

          From there I plugged in the shape into a Tile Sampler node to get the following. 

Adobe_02.png

          After the Tile Sampler, I blended some noises and used them to add some shape variation in the stick shapes.

Adobe_03.png
Adobe_9.png

          With the foundation sticks done, I started the adobe texture by blending together a few grunge maps.

Adobe_04.png
Adobe_05.png

          From there I added some dirt spots and cell noise for a more dry, bumpy, and cracked surface texture.

Adobe_06.png

          To finish it off I used a Height Blend node to merge the adobe and sticks together.

Adobe_8.png

And this is the final look!

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