Dungeon Stone Brick Wall Substance Designer

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hey everybody welcome back to my channel and in this video I'm going to be creating a follow-up material to the dungeon stone floor that we made in last video and what this is going to be is some bricks to make up the walls of this dungeon environment and these bricks are really important because there's gonna be a lot of different force that I'll be making for the dungeon but these bricks are roughly going to cover a lot of the total area of the dungeon so they're gonna be pretty versatile I'm going to make a lot of parameters that I can change so that will create a lot of variation stuff like that so you won't really notice the repeating pattern but these bricks are going to cover a lot of the area of the dungeon so I have to make sure to do a good job on them so they're they won't look as complex as the stone floor I made but it's still going to require a lot of work and a lot of customization so I'll call it stone or dungeon stone bricks just create it just to make it consistent with the last one and I'll start by making the base material and let me just reset my layout alright that's a bit better and I'll give it a quick save and let's make this dielectric again and we want to display on our 3d cube I think this is the rounded cube yep and let's enable height all right so now I'm going to just use the brick generator if you want something more customizable you might just want to create a rectangle and use the tile generator but the brick generator is enough of customization for me but if I did want to create something a little bit more original I might opt to just build one myself because this brick generator is really just a combination of nodes already available to you in substance designer anyways you could just build a function like this yourself but just with a little more customization but I think that between the height slope and offset that they have and also the gap I think that that's enough for me to work with the first thing I want to change is the bevel I might want to do something a little less like 0.3 instead of 0.5 yeah that looks a bit better for my purposes and for slope I want to give that some variation I think that looks pretty good yeah that looks pretty good and bricks I think 4 by 8 is going to be enough I don't think I need more than that also for offset variation I might go 0.1 just to mix it up a little bit and yeah so these are our final bricks at least the final shape of the brick okay so also I'm going to create a new shape and okay so here we have what looks like a brick and I'm gonna go into tile generator and I'm gonna do 4 by 8 again so you can see that how we can make the brick generator using the tile generator and if we change the offset to something like 0.5 now we have the same exact thing and I realized that I'm actually going to need this tile generator instead because I'm going to need to create masks as well so I should know that from the beginning but I apologize so yeah I'm going to need to use this tile generator so that when I bump up this lumens random now we have some nice masks so now I can say like I want to leak on this brick or I want cracks on this brick so that's why I'm gonna be using the tile generator I just thought of that right now so once again I apologize rotation random dewpoint Oh one that's a little much for bricks 0.05 yeah and also if I change this to image input all right so that's not what we want so I'm going to change this to square and then if I'm lower the scale 2.95 looks good and now I'll bevel it I'm going to go negative with this okay so now instead of using a square pattern I just do that to sort of preview what we were doing but now we want to create these slopes ourselves like the slopes that the brick generator had but that the tile generator doesn't have right now so I'm going to create a square shape myself go 0.99 and use a quick blend node and blend this with the gradient linear so just like that and now I'll drop this into the pattern input and choose image input so now you can see we have all of these slopes pieces here but they're all going in one direction so now I'll change the rotation random again and we have this and this bevel is not really cooperating with what we're doing and I don't think it's going to so I just wanted to quickly see what happens if we bevel before the blend so it still looks fine let me just lower this if negative point one and that looks pretty okay yeah that seems fine and for the opacity of this I might just go halfway and maybe bump up the scale of these 0.99 all right let's do one so now they're very close together and that looks pretty good and I know we could have just achieved this extremely quickly with the BRIC generator but I think it's gonna be useful to make it ourselves so it will pay off later on and now I'm going to grab some grunge and leaks so grunge bab-oh three turned down the balance a lot and I'll blend it so the tile Jenner will go in the background and these leaks will go in front and now I just want to subtract and we get these nice divots running down and I want to go with something very minimal so like point one so there you can see that detail happening and also I want to put just put chips on every brick so what I always like to do there is just blend with some Gaussian noise and just subtract that from the top of every single brick so something like point one and also bump up the scale maybe like 64 okay now just to preview a little bit better and see what we're doing I'll turn on a OH and normals so I'll just create those two inputs quickly and I always like to turn down the height depth of the AO to something like point O one because it's usually pretty strong okay and I'm going to turn down the cracks on this just a little bit it's like 0.05 and turn up the Gaussian noise to 128 so double what it currently is and now we have some nice details but it seems a little much so 0.005 for that strength okay so now I'm going to go into cells think cells 2 is what I want and I'm going to invert it and use that to subtract from the bricks that we currently have and turn the scale way down it's like four turn the edge width down maybe like point one yeah something like that and now we want to mask out where these cracks will happen so I'm gonna take the same tile generator but this time I just wanted to use simple squares instead turn up the lumens random plug that in and now blend it again maybe with some cells three inverted the same mask and subtract again now maybe you're like 0.25 and point two five okay and right now I'm just sort of testing stuff out this isn't necessarily how it's going to look you can see it doesn't look very organic at all right now so what I'm going to do is with the tile generator mask that we use to make these very very large cracks I'm gonna put a levels on that because I only want these large cracks to happen once in a while so I'll crank up this black value and now you can see that's extremely spread out yeah so that looks pretty good right there and now go ahead and start with the slope layer grace kills so a large Perlin noise begin with with the min blending mode a song Leo point two-five alright so point one seems to work and now do it again this time with 64 and 2.05 maybe even point O two five alright I think point oh five is fine and one final time this time I will use one twenty eight and maybe 0.02 or even half of that alright so I was pretty good and now the last little greyscale I usually like to use spud I completely wrong I usually like to use the facto some base gives a nice stone feel to it and how about point one there all right so now when we look at this material here the only complaint that I truly have is some of these cracks don't look as organic as they could so let me reset this layout yeah so some of these cracks don't look as organic as they could so I'll take the cells too and do a quick directional warp with some very low scale Perlin noise so let's do a really cranked up this directional warp and that is starting to look really good right here and now I actually my to another little directional wipe with some clouds so here's what look like before and then when we warp it with some clouds it's a little cooler I could actually crank up the intensity a lot like something like I guess 10 is fine and now these cracks are starting to look really good alright I think I'll find with that yeah I think that looks pretty good now I'm gonna turn this slope back up because I think more slope looks more interesting so I just changed where this shape in the bevel is multiplied with the gradient linear one I just turn the opacity up to one from 0.5 and now we get this look here so some bricks are a lot more receded but others are popping out a lot more and you can see the height map just changes completely there's a lot more dark areas and now we're gonna have to mix it with some water in the background so I'll do a height blend with the bricks on top and now we're gonna have to create some mortar so I'll use a fluid node and some clouds and I'm just gonna blend these together with a multiply really cranked up the fluid scale so it seems to be pretty good and you could also use this to create moss too it's starting to look a little bit like moss and I want it to be less on the fluid side more in the cloud side so to do that I'm just gonna switch the order of these and now turn down the opacity something like 0.25 so we still have hints of the fluid in there but it's mostly the clouds and now we want this to look a bit more like mortar that's been like scraped and stuff so can you grab some stripes and I'm gonna turn down the shift turn down the width make it a bunch of stripes grab a shape just going to be a parabola would and multiply them both together so now we have stripes where the paraboloid would be and it's nice and faded to okay and now what I'll do is we want some variation in it so I'm going to blend it with some clouds but with clouds in the background I excuse me with clouds in the opacity and with the stripes in the foreground so now we have this smudgy looking stripe shape and finally I will do a directional warp with some Perlin noise so something like that just to give it a little bit of bump to it like it's not completely perfect all right and now I'm going to go with a tile sampler and what I'm going to do is put this directional warp output here into the pattern input and to put the mortar into the background input and we'll use this as our mortar and now we want this to actually use the mortar scripts as our pattern so we'll just do parent input and we can't actually see it so I'm going to try a different approach where I'm just gonna blend them together without using the tile sampler and the blend will just be a subtract and yeah now we can actually see it so now the tile sampler I want the amount to maybe be 64 by 64 and the scale to be maybe something like five scale random all the way up position random all the way up the rotation random all the way up so now we have these scratches all over the place and masked random about 0.5 yeah so now you can see we have mortar with all of these I guess like trowel scratches everywhere and I can even if there's a luminance random option okay color random you can turn that all the way up as well so that way instead of it all being perfectly uniform all the way across looks a lot better when you have the variation and I might even change the scale to double that's probably too much so yeah five works yeah five is probably fine so I'll call this all mortar here and change the boundaries on this frame and I can just call this the bricks alright so it looks pretty good now I'm gonna go ahead and blend these bricks with the mortar using a subtract and I know we're gonna need a levels know it eventually to sort of customize this so I'll do that as well and I will call this mortar mask and now let's start working the height excuse me the color so two uniformed colors with a blend drop that into base color and we'll put the mortar mask in there so because this mask we know mortar is going to be on top and we know the bricks will be the background all right so you can already see the motor mask isn't perfect yet so we can just tweet that a bit with the levels but I don't want to be too extreme either probably want to change the height blend too so for the offset I usually do something like point let's do stripe 0.75 so I'm just tweaking this until we get the mortar to show up wherever it should be but we don't want it on the bricks either it's fine if a little bit gets on here and there but we just don't want too much hmm yeah I'm just gonna have to restart that because it didn't go as good as I would have wanted definitely is tough so I also just want to try taking this and inverting it putting the levels on that I wonder if I'll get a little more success that way but I doubt it okay so that's not that bad it actually works pretty well what I might do is combine both of them so we sort of get the best of both worlds so we get like the smudge organic look of this but also the clarity of this one so I'll just blend them both within add so yeah that looks good that's really good all right cool cool and next up is I want to maybe make a couple leaks on some of these bricks so I'll put a new blend in the height grab a new grunge that looks like leaks so let's try grunge 0:02 this time turn down the balance all right and I'm going to transform it to condense it then go with no tie line all right so now we have some leaks here and I'll do a histogram select because I only want to select one of them earth just several of them okay and I'm going to scale it back up to what it was and I want to just blend it and multiply with paraboloid so now we pretty much have one week here and I'll just scale it out again all right so now I'm just copying off the top and transforming it up and I don't want any tiling but I want to scale this leak all right so here's our finalized leak here and I'm going to drop it in here so now we can preview this leak and yeah it looks pretty good even stretch it down a bit more and going to grab the same tile generator that we used to make the bricks themselves and I'm going to drive the weakened image input no rotation random because they should all be pointing down and okay yeah no rotation read and throw it in here and now every brick has its own week so now do scale random or maybe I don't want to mess with that actually but I can do some offset random probably don't want to mess with position random but illuminance random is okay and random mask alright so now I want to do a max lighten so it shows up over the brick and change it to something like point two and I'm gonna highlight all of this frame it and call it mini leaks and also I want to try this leaks here as well cuz I'm interested in how well it works I've never used it before because I might be able to take advantage of this as well um for some reason it's pretty sharp yeah I don't think I'll use that alright so that's it for that excuse our colors so next or actually before these leaks I'm gonna grab another week grunge and do a hype line with it and I'll put these on top and the bricks below and the height offset won't be much but maybe point one doesn't really show up so maybe let's try point two seems pretty good so I'm gonna call these large leaks and we're gonna need a new subtract blend with some levels frame it and this will be the large leaks masks so I'll just color in the large leaks for now with something simple and I'll just tweak the mask accordingly for now and blend it again this time with the mini leek all right cool and I'll throw the levels on the mini leek as well on the mini leek mask because sometimes it's showing up when there's no leak actually there I want to prevent that from happening alright that looks pretty good so now I'll drag all of this outwards so large leagues large leaks mask all of that and the mini leaks and now I want to create a little bit of moss so some fluid let me see what other noises we have maybe some spots and maybe some cells one to give us some clumps and I'm really just experimenting here I think that could pass for some very simple moss so it's just a blend of some black and white spots one some high density fluid and some cells so I'll call this a moss and do a height blend with moss on top or actually put the bricks on top yeah that looks better and it's okay to have the moss sort of over other stuff so I'll leave the height offset at 0.5 in this fluid I'm really gonna change the warp intensity and the disorder and as far as the pattern size you see we can make them very narrow but I think for Moss it helps to actually make them a bit more stub like this yeah that looks much better when we change the pattern size that's something like 0.25 down on the X&Y on the one then it starts looking a little more like vegetation all right so now I'll blend these two together so bricks on top and the fluid on the bottom and a subtract and the levels frame it and call this moss mask and now I don't want any leaks to appear on the moss mask and I realized I actually don't even like these mini leaks that I made so I'm just gonna get rid of those entirely yeah it kind of a waste of time I know but it's fine I think the other leaks are enough is basically what I decided it also it just makes things a little bit easier so now I'm going to take this large leaks mask and in the blend or actually I'll just spread this out and create a new blend and I don't want these leaks to affect anywhere where there's moss because that doesn't really make sense so I'm gonna take the moss mask and put that in the opacity of the leaks and actually the leaks should be in the background so now anywhere there's moss there should not be leaks and I'll just put in a new blend here so that we can color the moss something a little green putting the moss mask and let's crank up the levels all right so that looks pretty nice so far and now it's really time to start solidifying these colors because right now obviously doesn't look too good because I'm just throwing in four colors and not much else so this is our height map right now however a color map you can see it looks pretty basic so it's time to make this all look a bit nicer so for our stone it grabbed some clouds and I'm going to use this as the opacity map to blend together two different color stone so one can be a bit lighter and then I'll blend this with some dirt and the dirt will be a bit darker so now the stone has a little bit of wear to it and then we're going to need some edge damages and some edge wear so I'll start with some edge wear so that's just gonna need some curvature and basically wherever there's edge where I'm gonna tint the stone a little bit white so see how that turns out it's pretty powerful right now so I'll lower the level actually we can lower the intensity of the curvature too so yeah that's pretty strong but I can just change it to something like 0.25 even that's a lot so turn down edges with and let's try 0.1 alright and now we will do some edge damage so a new curvature map sorry new curvature map and some AO here's our edge damages now and I'll blend this with some more white uniform color turn these curvature up and to me the edge damage node is really what sells the look of rock so it's important to get this one right but this is what really helps it all come together so 0.25 looks pretty good also I think the stone is just a little too dark so I'm gonna lighten up this lighter color value okay that looks really good alright so onto the mortar gonna blend two different Gray's together and I'll just use this mortar heightmap here to be the determining factor and a levels just so I have a little bit of leeway to fine-tune the colors and I'm just going to switch the order of them and turn the blend mode down to 0.5 so here's our base color so far I think I'm gonna tint the mortar to a little using some clouds all right I'll go back up to that and I want it in to a little whitish yellow just so we can start to visualize difference between the mortar and the bricks a little bit better but I don't want to be too strong so maybe like 0.25 all right so that should do for now so here is our new texture and now for the vegetation going to do a gradient map and find wherever I create the moss okay so right here plug this into the gradient map and the gradient map where the moss was so now just use this gradient editor and start coloring everything in all right I think that sells the look of moss for now which means that the last thing I have to color in is the leeks so I'm just gonna do another quick blend doesn't really matter because it's gonna be so subtle so just use this clouds note I have lying around and just color it so I'm going to pick some darker colors something like that will do and also I want to see you again where I add the leeks in okay so I add it right here so you can see we can make the leeks extremely powerful but I don't really want to overdo it so I think 0.25 should do but I do want to edit this Leakes mask a bit just make these colors a bit stronger okay change this to 0.25 and I think lighter colors actually look better it's sort of like something like gravel falling down alright yeah that looks pretty good ok so now I'm going to edit a lot of these colors now that we have the colors actually figured out so what I wanted to do is actually tint this darker I wanted to tint the mortared darker maybe something like 0.5 and then I want to make this moss look pretty dead so I'm gonna pick all dead colors okay so something like that yeah that's actually really the look I want because this is the dungeon and things aren't really fresh and alive I want more of a like a decayed look so that suits my personalizing I can't really see it too many cracks too many small cracks on these breaks so I'm going to go to wherever I put in all of those cracks okay so right here I'll turn that up all right so now I can see them so let's go to point 5 yeah that looks really good and the next thing I need to do is enable roughness so go with the uniform color and set it to grayscale this time and I want to blend two of these together and now it's just a matter of taking these masks I've already made in determining the roughness is that I want to describe each material in each mask so right now it's just super shiny so if I want to meet the sweat it's pretty easy but I don't want to do that I want to grab the mortar mask I was looking for you for a while so yeah even when you label stuff things can still be hard to find when you have a pretty cluttered graph going on but yeah so now I take the mortar mass so now this top uniform color is what is describing the mortar mask so I'm just going to set that to something a little rough and the bottom describes the stone so something a little more shiny and now I'm going to do a new blend for each of these and a clouds note for the variation I really like using clouds three just to make some pretty simple smudges and things like that it's pretty useful all right so now we have some roughness variation going on and I want to do another blend for the brick roughness and I'm going to grab these edge damages and looking at this brick I want the edge damages to be I guess to be a little bit more it's hard to say which one I like better shinier rough but I guess shiny makes a little more sense like the water is sunken inside of it I'm not really too sure but whatever it is it's should be fine it's now I need a color in the moss so I'll take the moss mask and I'm gonna give the moss its own blend using the moss height and two colors and I think the moss should be a little rough a little wet okay so something like that should look pretty good and lastly let's do these leaks so I'll take a large leak mask and it should be pretty shiny so a new uniform grayscale color and let's just put a little bit of shine to it and put the blending mode 2.5 so we don't destroy the stuff that's below it so I still want some of that roughness information to shine through okay so this is looking pretty good so far now I'm just gonna add a couple details so I'm going to take the dirt node some AO a new curvature map and I'm going to use this to blend some dirt color into the texture that we already have it's pretty strong right now so I'll just tint it dirt and slide down the opacity something like 0.25 so now we have a really nice-looking color map and also I realized that mortar isn't really doesn't really have much variation at all so to do that I'm going to make this very white and I'm gonna make this very dark then I'm also gonna grab some some very very small noise so maybe a fractal bass and I'm going to blend in some some white into this so maybe 0.1 all right that looks good now that we have the dirt I'm going to sharpen this up okay now just to make a little more impact on this roughness map I'm going to grab the dirt mask and wherever there's dirt I'll change the color to white and let's go with 0.25 on that and now because I'm adding in all this roughness I'm gonna have to make the stones themselves just a bit more shiny and finally I'm gonna grab some fluid turn up the scale and really narrow this all down sort of like raindrops and I don't want it to cover everything so I'm gonna blend it with some clouds and I want all of these raindrops to be extremely wet so I'm just going to turn it all the way down and now we have some nice raindrop streaks going down all of our bricks and I can even color these too so yeah I chose like this green color here so now what I'll do is create some output notes and we'll just take a look at these outputs that we have and now I'm going to sort of maximize this view and I can take a look at this nice brick texture that we made see I think it looks pretty good it's definitely going to fit the dungeon environment well I think the color and roughness Maps really help make this pop a lot I think the streaks are a little bit rough but I guess I could just pretend that that was the look that I was going for and definitely all these mortar scrapes look very nice too and the mortar mask really fits well and it's pretty tight to these bricks so I think all in all it looks really good so I'll just lower that window and export these outputs and yeah there we go guys that was the dungeon brick material in substance designer and be working more in this dungeon in the future so you can expect videos going up on the channel pretty soon and thank God all so much for watching I hope you enjoyed and let me know if you want more and I will see you all next time
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Channel: Leo's Game Dev
Views: 1,470
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Id: yWlEjWygLS4
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Length: 65min 15sec (3915 seconds)
Published: Tue Jun 16 2020
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