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Substance Designer - Sculpted Cobblestones

More Substance Designer practice! This time I wanted to explore the ZBrush to Designer workflow. I sculpted three variations of a cobblestone, set up a tiling pattern, and created a simple ground in ZBrush. Next I added some Quixel Megascans plant assets into the cracks between stones. I took my high poly sculpt and foliage meshes into Marmoset Toolbag to bake out two different texture sets. Then I was able to take the baked maps into Designer to create the base color, as well as enhance and combine the rest of the maps to get the final textures. The result is a semi-stylized cobblestone material with faked foliage.

I used ZBrush to sculpt three cobblestone variations and create the high poly mesh to bake down.

I used ZBrush to sculpt three cobblestone variations and create the high poly mesh to bake down.

I added some Megascans 3D plant meshes to bake down as well.

I added some Megascans 3D plant meshes to bake down as well.

Overview of the material graph

Overview of the material graph