This issue I will demonstrate how to create a basic cobblestone floor material using Substance Designer. For this type of material, I selected the Physically Based (Metallic/Roughness) Graph Template and deleted the Metallic output since it isn’t necessary for this substance.
Now we can start to add some of the nodes that will help us in the creation, so from the Substance Designer library we need: the Clouds 1 noises and the Brick Generator patterns (these are the main elements of the material), the Height to Normal World Units filter, three Levels filters, a Warp filter, the Invert Grayscale adjustments filter and last but not least the Gradient Map filter.
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Esta historia es de la edición September 2018 de 3D World UK.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
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