In this tutorial, I will show you how to make a procedural crystal material in Substance Painter for your project.
Crystal Material
Import the mesh into Substance Painter and bake the Textures
Add a Fill layer and rename it to Base
Choose a fill color for the Base [#305E85]
Only use the Color and Roughness channels
For the Roughness, choose a Grunge texture and make adjustments to the Parameters
Add a new Fill Layer with a Black Mask
Rename the Layer to Edges
Add a Smart Mask
Use only the Color and Height channels – reducing the opacity of the Fill Layer
Adjust the Parameters
Lower the Height channel
Add a new Fill Layer with a Black Mask
Rename the Layer to Scratches
Use only the Color, Roughness, and Height channels – increasing the Roughness
Add a Fill with a Grunge Scratch Texture
Adjust the Parameters
Adjust the Height and change the Blending Mode to Multiply
Add a new Fill Layer with a Black Mask
Rename the Layer to Scratches Variation
Add a Fill with a Grunge Texture
Adjust the Parameters
Adjust the Height and change the Blending Mode to Multiply
Add a Fill Layer and rename it to Emissive Bottom
Choose only the Color and Emissive channels and change the Color [#5889B2]
Add a Mask Editor Generator
Change the view to Emissive
Adjust the Parameters of the Generator
Change the Blending Mode to Soft Light
Duplicate the Emissive Layer and rename it to Emissive Top
Change the Emissive Color [#6A59B2]
Change the Invert option for the Position Gradient to False
Adjust the other Parameters as needed
Duplicate the second Emissive Layer and rename it to Emissive Bottom Variation
Change the Emissive Color [#689BC6]
Invert the Position Gradient and adjust the Parameters
Under Image Inputs, add a Grunge Texture and adjust the Parameters
Change the Blending Mode to Multiply
To save this material as a Smart Material, add a Folder and rename it
Move all of your Layers into the Folder
Right-click on the Folder and Create Smart Material