DEVLOG #6


To build out the natural architecture of the pirate environment, I needed a highly detailed, non-repeating rock tileable. Instead of sculpting a massive patch of terrain by hand, I utilized a procedural blending workflow in Substance 3D Painter to create a versatile master material.

Here is the technical breakdown of the layer stack and the workflow used to generate the final textures. (ALSO USED FOR MY WOOD TILABLE)

The Base Foundation 

  • I started with a high-quality base rock material. To ensure the scale felt accurate in-engine, I bypassed arbitrary UV scaling and used Painter's Physical Size projection. This automatically scaled the rock grain to match real-world measurements, giving me a perfectly grounded starting point.

Procedural Material Blending

  • To make the rocks look aged and organic, I layered dirt over the base stone. Instead of hand-painting masks, I used a Compare Mask based on height data. This allowed the dirt to procedurally accumulate in the deep crevices and valleys of the rock, exactly how it would in nature. By tying a Levels adjustment to the mask, I could interactively push or pull the dirt deeper into the stone.

Dynamic Map Generation

  • Layers: MatFX HBAO and Height To Normal
  • Process: Instead of relying purely on baked maps, I generated my normal and ambient occlusion data dynamically from the accumulated height information of my blended layers.
    • The MatFX HBAO (Horizon-Based Ambient Occlusion) filter calculated deep, realistic shadows in the crevices.
    • The Height to Normal filter generated crisp surface bumps based on the combined rock, moss, and dirt height data, ensuring the lighting reacts perfectly to every newly added detail.

Final Polish & Artifact Cleanup

  • Layers: SMOOTHING and Sharpen
  • Process: Heavy height displacement can sometimes cause jagged, stretching artifacts on steep angles. I added a pass-through SMOOTHING layer and used the Smudge tool specifically on the height channel to manually iron out and soften harsh edges. Finally, I added a global Sharpen filter to make the high-frequency rock details pop beautifully at a 4K resolution.

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