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Bricks And Stones Vol 1

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Gumroad
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  • This versatile material for Substance Designer allows for complete customization to create brick and stone patterns. It offers a straightforward design packed with a variety of options, enabling you to profuce an unlimited array of unique and adaptable brick or stone styles to suit your needs. While partly inspired by the environments of the popular game Dishonored, it carries its own identity with a subtle realistic touch that leans more toward semi-realism than a painterly aesthetic look.

    You have the ability to adjust all parameters to generate various designs of tiled stone blocks, brick walls, stone walls, pavements, cobblestones, ground or floor tiles, and wall tiles in different sizes, lengths, and widths.

    Each customization parameter includes concise tooltips that explain the purpose of that slider. Some customization parameters are interconnected, meaning that altering one will affect the outcomes of another. Additionally, certain parameters may not yield any results if others are disabled or set to very low or high values. Therefore, it is crucial to thoroughly read the tooltips to understand the functionality of each parameter. Failing to do so may lead to confusion when managing the parameters.

    • .sbs file with customization parameters

    • .sbsar file with customization parameters

    • One default customizable preset (attached)

    • Documentation

Important Notes:

The .sbs file needs Substance Designer version 11.2.0 to open. But the .sbsar can be used outside Substance Designer.

All display images had been rendered in Marmoset Toolbag 4.0 with 4K maps exported from Substance Designer. Results may vary with different settings or on other render platforms and with lower/higher resolution maps.

The parent size of the original graph provided is 2k which can be changed to higher or lower resolution as per requirements. However, while editing the material graph, working on high resolution may slow down the entire process. So, it is recommended to work on lower resolutions like 1k or 2k and then save the final materials in 4k. That is how all the preset materials had been baked and used to create all the display images.

The entire node graph has been generated on OpenGL settings. So, you may need to re-check if the DirectX Normal on the main material properties is set to “False” which it should be to get the desired output. You may also need to flip or readjust the normal settings of the application/render platform where you are finally using these materials.

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