How to make your own brick wall textures from an image | Substance Designer

In this tutorial I will show you how to make your own brick wall textures from an image in Substance Designer for your project.

Preparing the Texture

There is a link to the photo in the description

It is best to have a square, seamless texture

I’ve provided links to tutorials showing how to make your photo into a seamless texture in Affinity Photo, GIMP, and Photoshop

Affinity Photo (Seamless Texture): https://www.youtube.com/watch?v=htHLtSeI62k

GIMP (Seamless Texture): https://www.youtube.com/watch?v=Bijp0xX96Ts

Photoshop (Seamless Texture); https://www.youtube.com/watch?v=lP3y5gIQ2mU

Importing

Make a new Substance Graph – giving it a name and using a size of 2K

You can use the Metallic Roughness Template

Drag-and-drop the PNG image into Substance Designer

Link the Resource – this means that any changes you make in the original file will be applied to this node as well

Begin by connecting the imported image to the Base Color node

Now you can see the image being applied to the 3D cube

You can delete the Uniform Color node

Connect the imported image to the Normal node

You can delete the other Normal node

You need to convert the image to Grayscale

Select the connection by left-clicking and dragging over it

Use the Spacebar and search for Grayscale Conversion

Connect the imported image to the Roughness node

Delete the other Uniform Color node

Select the connection by left-clicking and dragging over it

Use the Spacebar and search for Grayscale Conversion

Select the connection between the Grayscale Conversion and the Roughness node – then use the Spacebar and search for Levels

Select the Levels node and use the Levels Histogram to change the Roughness output

You can now see the lighting showing a rougher surface for the bricks

You don’t need the Metallic node so you can delete it

Connect the imported image to the AO node

You can delete the other Uniform Color node

Select the connection by left-clicking and dragging over it

Use the Spacebar and search for Grayscale Conversion

Use the Specific Parameters to clean up the harsh dark spots on the mortar

Select the connection by left-clicking and dragging over it

Use the Spacebar and search for Ambient Occlusion HBAO node

Select the connection between the AO node and the AO output – then use the Spacebar and search for Levels

Select the Levels node and use the Levels Histogram to change the AO output

You can now see the lighting showing a bit of AO for the bricks

Connect the imported image to the Height node

You can delete the other Uniform Color node

Select the connection by left-clicking and dragging over it

Use the Spacebar and search for Normal to Height

Change the Normal Format to OpenGL

Change the Global Opacity [0.25]

You can now see the lighting showing a bit of height for the bricks

The last adjustment you can do is to the Height

In the 3D View, under the Materials menu, choose Default and then Edit

You can now change the Height Scale, Height Level, and Tessellation Factor

Exporting

To export the texture maps, drag-select the output nodes to select all of them

Under the Tools icon, choose Export Outputs and choose a folder (you can also change the format and pattern as well as what Outputs will be exported)

Choose Export Outputs

Once exported, you can close the dialogue box

Blender

In Blender, I have a subdivided plane

I also have the Node Wrangler addon activated

Under the Shading Workspace, select the Principled Shader and use CTRL + SHIFT + T to open the textures you just exported

To add the AO map, add a Mix Color node between the Albedo Map and the Principled Shader

Change the Blending Mode to Multiply

Drag in the AO Map and connect the AO Map to the bottom input of the Mix Color node

Add a Shader to RGB node and Diffuse node – connecting it to the Shader to RGB node

Connect the Shader to RGB node to a Color Ramp

Connect the Color Ramp to the Factor of the Mix Color node

Switch the Color Stops on the Color Ramp

Use the Color Stops to determine how the AO will affect the material

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