

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.

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

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


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


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

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

And this is the final look!