
Set up Substance Designer to create a basic tile material, starting with a heightmap and applying base color, normal, roughness, and metallic maps, optimized for 2048 by 2048 resolution.
Create base tile shapes from a heightmap using a tile generator, set a 4x4 grid, soften edges, then use a moisture noise mask with blend for cracks and variation.
Transform a heightmap into a normal map in substance designer, choosing open GL or direct X conventions, and blend stones with masked, randomized shapes for realistic terrain.
Master a base color and roughness workflow for environmental textures by using gradient maps for stone variation, adding dirt, and masking with inversion and levels.
Create an advanced stone generator to produce broken tarmac textures with a slider controlling clean to broken state, using masks, flood fill, grayscale, and layered blends.
Create a stone generator for environmental textures, building soft pebble variations, masks, warping, and heightmap control to place and vary stones with random cuts and angles.
Create stone clusters with a stone generator to place large stones surrounded by smaller ones, using masks and random removal for natural variation.
Create dense stone clusters by tuning blowout and scale, randomness, and masks. Use displacement and grayscale levels to blend stones and simulate sand piling; preview a fork texture for detail.
Create a base tarmac texture by building a gritty stone base with a stone generator, using grayscale levels and normal maps to blend stone clusters and height information.
Balance large mosque shapes with heightmap-driven masking and cracks. Refine texture using flood fill, histogram select, and contrast, then Berlin noise and bevel for falloff and stone details.
Explore creating a damage mask for environment textures by balancing displacement, masking, and stone placement, adjusting falloff, blending, and cracks to achieve realistic tarmac and stone details.
Add large patch cracks to the heightmap by breaking up surfaces with berlin noise, masks, and edge patches, then refine edges before base color in the next chapter.
Create a base color for an environmental texture using gradient maps and heightmaps, and blend stones and dirt to achieve a realistic tarmac.
Refine base color textures by increasing roughness, adding specks and patches, and balance lighting with a three-point setup; explore gradient maps and curvature highlights to enhance dirt and tiling variations.
Develop a base color and damage textures by building masking systems for ground and stones. Combine noise maps, levels, and blends to layer dirt and normals for a PBR result.
Refine the base color for environmental textures by brightening dirt and stones, adding color variation, and balancing normal maps and occlusion while reducing noise and exporting renders.
Add generic noise to the base color to create rock-like specks on the tarmac, blend with heightmap adjustments, and refine stones, occlusion, and lighting for realistic texture.
Apply final polish and optimization to an environmental texture scene by tightening contrast, enhancing normal maps and height variation, refining occlusion and masks, and optimizing maps for performance.
Set up ZBrush, sculpt cobblestones, and balance base sculpting with substance design for environment textures.
Create three cobblestone variations—generic, rectangular, and damaged—balancing sharp corners and avoiding over-smoothing to keep realistic, reusable stones for populating areas.
Explore the process of creating a single cobblestone texture through a timelapse in the ultimate environmental texture creation course.
Learn to place cobblestones and optimize geometry with decimation, reduce polygon counts for performance, and create varied tiling by duplicating and rotating pieces on a ground plane.
Merge the outer cobblestone ring, rename stones to zero zero, and merge down for a unified surface, then adjust scale and spacing and add soft damage for varied tiling.
Bake high-poly cobblestone and foliage in marmoset, generating normal, height, and albedo maps. Create masks and alpha cutouts to separate materials and streamline workflows with substance designer and painter.
Set up and bake textures in Substance Designer for a cobblestoned scene. Create height, normal, and mask maps, export final textures, and preview with displacement and foliage in Marmosets.
Create stone micro noise textures driven by a heightmap, using edge detect, bevel, and directional warp, then refine with masks, normals, and base color for realistic environmental rock surfaces.
Sharpen the base color by boosting mask contrast, balance roughness and color variation, refine the normal map for crisper stone textures, and plan moss implantation.
Explore photogrammetry texture creation by capturing surface photos for reality capture, using a Nikon D500 with a 17–70 mm lens, avoiding shadows and balancing color with a color checker passport.
set up an outdoor scan area with tape measure. capture 50–70 images with 50 percent overlap, plus closeups for better 3d texture, and use a color passport.
Color grade and standardize images by converting to DNG, applying auto color profiles with an X-Rite plugin in Lightroom, copying develop settings, and exporting for future Tweedie mesh creation.
Turn photos into a 3d mesh using reality capture photogrammetry, manage credits licensing, calculate and refine the model at normal quality, apply textures with ice, and export a high-polygon mesh.
Finalize a wall material in Substance Designer by importing resources, tweaking the heightmap, tiling, and balancing color, normal map, and occlusion for a photogrammetry texture.
Capture and align multiple material scans, colorize and bake a sand material, then polish in substance painter, export a heightmap, and prepare real-time designer integration.
Explore how to finalize a ground material by combining fast bitmap-based heightmap techniques and advanced clone-based tiling in substance designer and substance painter, then export photogrammetry-derived textures for sand scenes.
Polish environmental textures by adding foliage and refining moss, then export and re-import maps—displacement, normal, and albedo—to adjust light, depth, and realism in your scene.
Explore how to create a scene for our materials in this bonus module of the ultimate environmental texture creation course.
Ultimate Environmental Texture Creation Course
Learn every technique you need to create tileable materials for both games and film all in one course!
In this course, you will learn how to create everything from procedural materials to sculpted materials to photogrammetry materials.
SUBSTANCE DESIGNER, ZBRUSH, REALITY CAPTURE
In this course, we will go over how to create both beginner and advanced procedural materials using Substance Designer.
We will go over how to sculpt materials using Zbrush and Substance Designer, And we will go over how to scan photogrammetry materials and convert them into 3d using Reality Capture.
14.5 HOURS!
This course contains over 14.5 hours of content. all the videos are divided up - per material and correctly named. We will start by creating a basic tiles material using Substance Designer, this is a perfect material for beginners. Once that is done we will move on to creating an advanced tarmac material also using 100% substance designer. We will then go over how to create a material that using a combination of sculpting in Zbrush and Texturing in Substance Designer. Finally, I will show you how to capture materials using photogrammetry and convert them into a perfect tileable 2d material. All the baking and final renders will be done using Marmoset Toolbag 4
SKILL LEVEL
This course includes content for every skill level, From beginner to advanced. I do recommend that you know the bare bones of the programs we use (meaning knowing what the program is and how to navigate) but beyond that point, you should be able to follow along with every material.
TOOLS USED
Substance Designer
Substance Painter
Zbrush
Reality Capture
Marmoset Toolbag 4
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment and material artist currently working in the AAA Game Industry. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.
SOURCE FILES
Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals