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Wood Bark Texture using Substance Designer

Currently in the process of teaching myself to use substance designer and so far so good. The overall node based system is very similar to using the Unreal Material editor, the main difference is the name of the nodes from one program to another.

I created separate sub-sections for separate parts of the texture and used blend nodes similar to how I would use layers in photoshop.
I then took these separate sections and converted the grayscale outputs to a colour value. This gives me a lot of control when choosing colours and means I can create many variants quickly.

There are areas I wish I could improve such as the knots in the wood, they work and it's clear to see what they are however I wish they stood out more but overall I really like this material and the ability to scrape back the bark to see its underlying fibres will mean using this in Painter or in Engine will give me a lot of freedom to get the precise look I want.

Low Poly Tree using Substance Bark Material

These are the Nodes for create the fleshy fibrous undercoat of the bark. My intention is so i can remove areas of bark to reveal this material. This should lead to a greater level of fidelity withing the material.

These are the Nodes for create the fleshy fibrous undercoat of the bark. My intention is so i can remove areas of bark to reveal this material. This should lead to a greater level of fidelity withing the material.

Nodes for creating the knots in the wood.

Nodes for creating the knots in the wood.

Converting the Knots into a mask so i can remove the texture map of the bark to reduce noise when i add the knots on top.

Converting the Knots into a mask so i can remove the texture map of the bark to reduce noise when i add the knots on top.

Here i created warps which distort the fiber Map so they don't run parallel to each other. Again helping the fidelity of the material

Here i created warps which distort the fiber Map so they don't run parallel to each other. Again helping the fidelity of the material

This is the generation of the main bark texture. i think it work great but would like to have a wider range of values to make the bark "islands" pop more.

This is the generation of the main bark texture. i think it work great but would like to have a wider range of values to make the bark "islands" pop more.

Here i took each separate Layer and assigned a colour value to it. I then used Blend nodes and Levels to give me fine control over the Albedo map output.

Here i took each separate Layer and assigned a colour value to it. I then used Blend nodes and Levels to give me fine control over the Albedo map output.

Light wood bark texture. This could work in some situations but i prefer it to be darker and less range of colour

Light wood bark texture. This could work in some situations but i prefer it to be darker and less range of colour

Light wood bark texture. This could work in some situations but i prefer it to be darker and less range of colour

Light wood bark texture. This could work in some situations but i prefer it to be darker and less range of colour

This was the final output of the texture. i think the colours work well and will look good on and tree.

This was the final output of the texture. i think the colours work well and will look good on and tree.

This was the final output of the texture. i think the colours work well and will look good on and tree.

This was the final output of the texture. i think the colours work well and will look good on and tree.

This was the final output of the texture. i think the colours work well and will look good on and tree.

This was the final output of the texture. i think the colours work well and will look good on and tree.

Height and Normal Map

Height and Normal Map

Albedo and Roughness Maps

Albedo and Roughness Maps