
Discover how to build a fully procedural rock material in Substance Designer and Master Toolbox. Explore base heightmaps, normals, noise, color, roughness, ambient occlusion, and three-point lighting in Marmoset.
Use a hawk reference to guide large rock shapes in Substance Designer, and use tile sampler with pearl noise to form cracks and dirt before building height maps for displacement.
Create and refine large shapes and cuts in Substance Designer by using levels, invert grayscale, blend nodes, and directional warp with Tilahun tiling to craft controlled, sharp cutouts.
Continue this tutorial on creating large cuts for a procedural rock material. Learn to add breaks, cracks, and bulges using directional warp, noise, bevel, snowblower, and non uniform grayscale techniques.
Explore techniques to create medium-scale cracks in a procedural rock material in Substance Designer, balancing lines, applying tile-based patterns, random rotation, and directional warps for natural variance.
Explore thin line shifting and large breakup to add uneven long lines and subtle height variations on a procedural rock heightmap, using directional warp and balance in Substance Designer.
Set up a Marmoset scene to preview a procedural rock material in Substance Designer, and create large and micro cracks using displacement and noise for realistic texture.
Learn to create small crack clusters with density-driven variation using the distance node, shape splatter or tile sampler, and two-stage breakup with directional warp and gradients for rock textures.
Create a procedural rock material in Substance Designer by generating large noise with height-based masks and ambient occlusion, then blend, bevel, and transform for cracky, fitting textures.
Balance a procedural rock material by layering micro noise with directional warp and purley noise, tweaking density, displacement, and cracks to achieve puffiness and integrated texture.
Learn how to clean up and optimize a substance designer graph by understanding node order and millisecond delays, reusing notes, lowering resolutions, and using optimize settings to reduce duplicates.
Create a procedural rock material in Substance Designer by deriving color from heightmap masks, gradient maps, and dirt and curvature for head, cavity color, and white collar.
Convert the base color to grayscale, use masks to drive roughness and dirt details, then set up a three-point directional lighting, sky, and shadows, and refine texture resolution.
Refine the base color in Substance Designer by balancing blur, the normal map, and curvature, then adjust diffusion and reflection density and prepare micro noise and displacement tweaks for realism.
We diagnose shading issues from insufficient geometry, subdivide a render sphere for smoother shading, then tune lighting, tone mapping, bloom, and depth of field before refining the base color.
final polish of a procedural rock material in Substance Designer, detailing dirt, cracks, roughness, and occlusion via masks and histogram select, and exporting high-resolution renders.
Finalize the procedural rock material by switching to the correct camera, creating a turntable render, and exporting a looping 1920x1080 video for marketing and portfolio use.
Creating a Procedural Photorealistic Rock Material in Substance Designer & Marmoset
Learn how a professional material/environment artist works when creating materials for games. In this course, you will learn how to make clean and efficient procedural materials, how to properly construct your height map along with different techniques that you can apply to almost any material, not just rock materials.
Next to this, you will also learn how to set up a very nice render scene inside of Marmoset Toolbag 4 for your portfolio.
SUBSTANCE DESIGNER AND MARMOSET TOOLBAG
All the material creation will be done fully procedural inside of Substance Designer, any rendering and previewing will be done inside of marmoset toolbag 4.
You will learn everything needed to create the material shown in the images and trailer from scratch.
This tutorial comes with all the sourcefiles that include the substance files + autosaves, marmoset files, textures, and all reference images.
4h 30m HOURS REALTIME
Everything is shown in realtime over the course of 4hours and 30minutes – You can follow along with every single step.
SKILL LEVEL
This material art tutorial is perfect for students who have some familiarity with Substance Designer and Marmoset Toolbag 3/4– Everything in this tutorial will be explained in detail. However, if you have never touched especially Substance Designer before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on Youtube or paid on this very website)
TOOLS USED
Substance Designer
Marmoset Toolbag 4
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment/material artist currently working in the AAA Game Industry. He’s worked on games like The Division 2 + DLC at Ubisoft and on Forza Horizon 3 at Playground Games as an environment artist and material artist.
CHAPTER LIST
There’s a total of 16 videos split into easy to digest 20-minute chapters
00 – Intro
01 – Going over our reference and start creating large shapes
02 – Finishing large shapes and creating large cuts Part1
03 – creating large cuts Part2
04 – creating our medium cracks
05 – creating our thin line shifting and large breakup
06 – Setting up our marmoset scene and creating large cracks
07 – Creating Small Cracks
08 – Adding Large Noise
09 – Balancing and adding micro noise
10– Cleaning up our graph
11-14 – Creating our base color Part1 - Part4
15 – Final Polish
16 – Final renders and Outro