Website powered by

Damaged parquet material made in Substance Designer

I created a procedural parquet material in Substance Designer, where I can easily swap out the main input of the pattern and have the material ready to go.
I then plug it into two additional graphs I made—both are damaged versions of the original, each with different variations.
The main goal of this exercise was to practice procedural graph creation, but also to test layered materials in Unreal and experiment with height masks.
I believe I achieved a fairly realistic blend between the three versions :) The blending is done using height masks and vertex painting inside Unreal.