This tiling brick substance was created entirely inside Substance Designer, meaning that it is completely procedural. Built for PBR real-time rendering, this substance includes; normals, albedo, height, ambient occlusion and roughness. It has been set up in the Unreal Engine 4 material editor to blend three ways with plaster and moss substances using vertex painting and height based masking.
This soft, muddy ground material was created with a combination of Substance Designer, Zbrush and photoshop. It was designed around a real-time PBR pipeline and it includes; normals, albedo, height, ambient occlusion and roughness. It has been set up inside Unreal Engine 4 to allow displacement and two way blending with a moss/grass substance using vertex painting.