u/Playful_Shirt_1896

😤 Creating Stone Surfaces can be challenging for students.

😤 Creating Stone Surfaces can be challenging for students.

But what if there is a quick & easy way to do it?

During my recent mentoring, I found a new technique.

It follows the basics of Rock detailing, but much better and more organic.

This is how I made it:

✨ Start with a Voronoi Fractal

This gives you a base pattern with a natural breakup.

✨ Blur it in a non-uniform way

Use a Non-Uniform Blur Grayscale to push the shapes away from looking too procedural.

✨ Add more variation with a slope blur

This helps create a rougher and more stony feeling.

✨ Invert / adjust the values

Now you control what will become the raised or recessed parts of the noise.

✨ Warp it again with extra information

Using something like Clouds 2 with a Multi-Directional Warp helps destroy repetition and gives you a more organic result.

✨ Tweak the contrast

At this point, it’s all about deciding how soft or intense you want the noise to be.

Now blend it on your stones, you are done!

But....

It might be a little more complex to use it correctly.

That is why I created Future Material Artists , a community where professionals help Game Art Students learn Texturing.

📍 We are waiting for you here: https://discord.gg/PpTCFyR6qS

u/Playful_Shirt_1896 — 2 days ago

🫀 One of my students developed this flesh veins technique in Substance Designer!

We wanted to make something original and new.

And he nailed it!

This is the process:

🚀 Start with Messy Fibers

This gives you a chaotic base that already feels close to veins.

🚀 Warp them around your flesh shape

This helps the fibers follow the flow of the material instead of feeling flat and random.

🚀 Blur the edges a bit

A soft blur makes the veins feel more natural and less harsh.

🚀 Adjust the intensity with Levels

Here, you control how visible the veins will be and how much contrast they have.

🚀 Add a final soft blur if needed

This helps everything blend together better before applying it to your project.

Good flesh veins are not just random lines.

They need to feel like they flow with the form of the material.

But you might need more help building this or learning how to use it.

And I have a place for you.

There is a Free Discord Server called Future Material Artists where professionals of the industry help students grow and learn!

📍 We are waiting for you here: https://discord.gg/PpTCFyR6qS

u/Playful_Shirt_1896 — 4 days ago

You try a few noises, add a warp… and it turns into spaghetti.

Here’s a super clean way to get space cloth folds that actually read well (and stay art-directable).

Let me show you:

🎯 Create your “tube” base

Start with a simple horizontal gradient/tube shape.

Keep it tiling only horizontally so you control the direction from the start.

🎯 Generate the first folds (light touch)

Scatter a thin shape with a Tile Generator and add a tiny random rotation.

Then soften it with a blur so it becomes “cloth energy” instead of harsh lines.

🎯 Add a small Multi-Directional Warp with creases

This is where the folds start to feel organic.

Keep the intensity low, you want bend, not destruction.

🎯 Repeat from different directions

Duplicate the setup, change the tiling + crease pattern, and rotate the direction.

Layering 2–3 passes is what makes it feel natural.

🎯 Now you can art direct it. Once the fold system is clean, you can:

Control fold density

Push big vs small folds

Decide where creases show up

Without rebuilding everything.

🚀 If you want more breakdowns like this (and feedback on your graphs), join my free Discord community for Material Artists!

Click here to join: https://discord.gg/PpTCFyR6qS

u/Playful_Shirt_1896 — 14 days ago