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Dionysus Mosaic - Substance Material

The mosaic masks were created in 3DSMax, then brought in to Substance Designer for placement, compositing, wear, etc..

I painstakingly traced all the mosaic tiles in the center of the reference image using the Shapes function in 3DSMax since you can't get this sort of organic tile layout in Substance Designer.

I used that intertwined swirly pattern on another mosaic, so I used a simpler triangular mosaic trim.

Reference image

Reference image

The above reference image was brought into 3DSMax. I then zoomed in and traced/drew each tile using Max's Shapes function in the ribbon dropdown. Using a wacom made this go pretty fast. I baked the reference to vertex color, then a script for variance map

The above reference image was brought into 3DSMax. I then zoomed in and traced/drew each tile using Max's Shapes function in the ribbon dropdown. Using a wacom made this go pretty fast. I baked the reference to vertex color, then a script for variance map

For the triangular trim, I made seamlessly tiling shapes. I tried this in Designer but I couldn't get a natural layout despite using Tile Sampler.

For the triangular trim, I made seamlessly tiling shapes. I tried this in Designer but I couldn't get a natural layout despite using Tile Sampler.

After laying out the triangular trim, gradient mapping the colors to it, and compositing the color map, the base albedo resulted. From there, add wear, cracks, and dirt.

After laying out the triangular trim, gradient mapping the colors to it, and compositing the color map, the base albedo resulted. From there, add wear, cracks, and dirt.