Stylised Procedural Textures

For my final University project, I've been creating environment assets, props and textures for my team's game. I used Substance Designer to create the tiling textures used for the game, and for my other ArtStation post, showcasing a handful of the assets I've created.
https://www.artstation.com/artwork/98dWwo

All the textures use a base set of nodes I put together, which uses a tile sampler to create a 'brushstroke' effect. For each texture, I tweaked this sampler node to get different effects which would better suit the material I was making.
Most textures don't utilise a roughness or metallic, as in the game project we determine and tweak these attributes manually in Unreal Engine.

Stone bricks

Stone bricks

Concrete

Concrete

Stone brick graph

This utilises my stone texture graph for each brick, and the concrete texture for the grout.

I worked with a tile generator and a lot of flood fills and slope blurs, especially when doing the bricks.

Stone brick graph

This utilises my stone texture graph for each brick, and the concrete texture for the grout.

I worked with a tile generator and a lot of flood fills and slope blurs, especially when doing the bricks.

Concrete graph

I used cloud 2 nodes with slope blurs for the main texture of this material.

Concrete graph

I used cloud 2 nodes with slope blurs for the main texture of this material.

Cobblestone

Cobblestone

Dirt

Dirt

Cobble and dirt graph

This node graph is used by both the cobble and the dirt, with a few minor changes made to the Tile Sampler node.

Cobble and dirt graph

This node graph is used by both the cobble and the dirt, with a few minor changes made to the Tile Sampler node.

Wood

Wood

Wood planks 1

Wood planks 1

Wood planks 2

Wood planks 2

Wood graph

Wood graph

Wood plank graph

This texture graph is used by both plank types, just the tile generator is changed.

This also takes initial nodes to the plain wood.

Wood plank graph

This texture graph is used by both plank types, just the tile generator is changed.

This also takes initial nodes to the plain wood.

Metal

Metal

Metal graph

I used a tile sampler to create the bumpy texture of the metal

Metal graph

I used a tile sampler to create the bumpy texture of the metal

Carpet

Carpet

Carpet pattern

Carpet pattern

Carpet graph

Used a generator to create the carpet texture

Carpet graph

Used a generator to create the carpet texture

Carpet pattern

Used blend nodes with the subtract mode to create the outline of each shape

Carpet pattern

Used blend nodes with the subtract mode to create the outline of each shape

Stone and gold

Stone and gold

Stone graph

Utilised in brick textures, mix of brushstrokes and the noise nodes, Clouds 2 and Perlin Noise

Stone graph

Utilised in brick textures, mix of brushstrokes and the noise nodes, Clouds 2 and Perlin Noise

Gold graph

Used multiple samplers to create multiple brushstroke overlays

Gold graph

Used multiple samplers to create multiple brushstroke overlays

Minor textures:
Cork, paper and brushstrokes

Minor textures:
Cork, paper and brushstrokes

Cork graph

Altered tile sampler and added a slope blur

Cork graph

Altered tile sampler and added a slope blur

Paper graph

Simply used two different tile samplers- One to create the line effect, and one to add more differences in the colour

Paper graph

Simply used two different tile samplers- One to create the line effect, and one to add more differences in the colour

Brushstroke graph

Utilised in all my other textures. For each texture, I changed the parameters of the tile sampler to achieve different effects.

Brushstroke graph

Utilised in all my other textures. For each texture, I changed the parameters of the tile sampler to achieve different effects.