Stone/Tile Carver Substance

Inspired by Naughty Dog artists Jonathan T Schmidt & Jose Vega, I set out to create my own "Stone Carver" node. Custom inputs can be used for the height outline, slope variations, height variations, as well as the grout. The node also includes tile sampler options to create your own pattern for bricks or tiles. The arc cobblestone pattern was created using the "arc pavement" node in Substance Designer's latest release. Custom grouts were used on the arc cobblestone and herringbone, both found in Substance Source.

I've also used Rogelio Olguin's dirt mask node and the "greyscale to facets" node from Substance Share by user padamowicz. The "greyscale to facets" node was used to create the "shattered" tile look.

I've included a look at my Substance Designer node set up, hopefully its at least a little useful.

T ryan mclean stone carver

Flats of sample patterns. 8x8 tiles, herringbone, brick and arc cobblestone.

T ryan mclean stone carver tiles

8x8 Tiles. Roughness, Height, Normal, and Albedo.

T ryan mclean stone carver herringbone

Herringbone. Roughness, Height, Normal, and Albedo.

T ryan mclean stone carver brick

Bricks. Roughness, Height, Normal, and Albedo.

T ryan mclean stone carver arc

Arc Cobblestone. Roughness, Height, Normal, and Albedo.

T ryan mclean stone carver nodes 04

Using the node. Inputs being used for Height Outline, Height Variation, Slope Variation and Custom Grout. Grout is a grass substance from Substance Source.

T ryan mclean stone carver nodes01

The entire Substance node structure. I try my best to keep it clean.

T ryan mclean stone carver nodes02

Top of the Substance node structure. Starting with tile samplers and working through to edge sculpting.

T ryan mclean stone carver nodes 03

Bottom of the Substance node structure. Showing different creations for pock marks, scratches, cracks, etc.