Ghibli/Stylized Brick Texture - Study in Substance Designer | Populus Course | Skillshare
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Ghibli/Stylized Brick Texture - Study in Substance Designer

teacher avatar Populus Course

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:41

    • 2.

      Height Map

      11:40

    • 3.

      Color Map

      23:09

    • 4.

      Roughness Map

      4:13

    • 5.

      Normal and AO

      2:23

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About This Class

Craft Ghibli-style magic with Substance Designer – design enchanting bricks in this concise tutorial!

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Level: Beginner

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Transcripts

1. Introduction: Hey fox, I just dropped a quick tutorial on making Gibby style bricks and substance designer. The very ones on the screen right now, if you like that magical, stylized vibe, this tutorial might just be right for you what's actually in it. Aside from the fully commented project files, you will also have access to a video library where we will cover in depth how I have created everything from heightened color maps to how I approach roughness and AO maps. As I have mentioned before, everything is very well commented and organized for you to understand more easily. If it sounds like something you would like, check the link down below. See. 2. Height Map: Hello first, I would like to thank you for actually getting these little mini series about this specific material. Secondly, I'm going to try and explain this on a first site monstrosity of a material. But once you get a deep dive into it, it's really not that complicated. First thing we'll be starting with the height information. I have it color coded everything and commented so you can have an easier time when going through these. The first thing we're doing is basically just getting a shape, a simple shape. We are getting this edge detect node, so we can get these rounded corners right here. Let me actually make it a bit bigger so we can see. We will just be inverting gray scale and then masking it on subtract like so we get this rounded shape. Next that rounded shape, we will be subtracting these gradient axial. You can gradient ailene. You can pull this one wherever you want and just change the shape however you really want to. We will be just cutting it off a little bit a certain sides and then just beveling it basically simple bevel 0.2 here on the distance. Nothing out of the ordinary. Now to create a bit more variation, what I'm doing is I'm taking a gradient linear. I'm just using transform to D to put these gradients in place where I want them. And then multiplying the results here with the bricks, basically just manipulating them as I want them and you want to have at least a bit of variation in which height goes where, basically. Then I'm just putting it into a tile sampler. This is nothing too crazy. I just put the amount to 5.10 that feels like a normal number. We choose to pattern input, we put all four of them inside. I choose symmetry random, because if it's not random, sometimes you can see the repetitions. For example, two, Maybe it's just harder to see the repetitions when you have symmetry. Random turned on. I made another one here, which is basically the same copy it. Random bumped all the way up for other purposes of the mask, but we'll get into that later. Basically, we have this very simple height map. In some cases this can actually just be good enough, but I like to do a little bit of damages here, here and there. Next thing I do is auto levels just to clamp the values nicely. With that in mind, I basically go into a slow blur and I use a thing called node. A little bit of a heads up, This is not my node, but this node is pretty simple. The node is from Jimmy Malacha. He's a very talented material artist. I got it from him. It just saves a lot of time. It is a very simple node, it's just crystal two and shape and it's subtracted using easy splatter and you just get that. Then you expose a few parameters like here, then you can control it inside the graph pretty easily. It's a handy thing to do. You can even expand it to use something other than crystal, but I just like to use it as it is. You will see it be used very often, I put it into a blur just to remove the detail a bit. The slope blur this on in and just a small intensity, we don't want to go overboard. This creates a lot of these nice chunks and areas where it's destroyed. What we want to do is just blend this on a copy so we can control the amount, the amount of chunkiness to say the amount of chip damage that it produces. You can see this is very subtle. But you can very easily go overboard with this. Let me just put this back on. You can very easily go overboard with this. I just put it very subtle because I'm not really big into massive detail. I just like to add a little bit at a time. You'll see the same done here. Basically it's a Perlin noise. I do a non uniform blur to just extend these pixels, you can see I'm extruding them. Then I blur them quite heavily actually, and put them into another slow blur. Everything the same, crank up the samples intensities fairly low and then mode to you just get these bigger chunks. These are very nice details. Then the same thing, again, just copy and choose the amount you want. Here, you can even see that it's a bit bigger, bigger of a change. Again, try not and go overboard but experiment with this. It's probably for the best. The next thing I do is quite a funky one, but I use a Oi and inverted Voronoi to get this cell like texture. Slow blur the two with crystal, that's blurred. Slow blur them and get a very interesting detail. Then I blur this even further. Then I slow blur with the height map, we get some of these interesting chip damages here and there that I really liked. Basically, same thing, copy and that's it. The next thing is these little cracks. You can see them. These small holes, cracks, whatever you call them. I just really wanted to add a few of them. Basically what I did is you choose a paraboloid here, you can see that they're very small. I just crank up the X and Y amount and just play around with the scale a little bit. Position, of course, random offset, all that stuff, Rotation doesn't really matter because it's circular. Anyways, then I cranked up the mass random a lot because if you don't, yeah, it's going to look like cheddar cheese. Pretty much. Crank this up quite high so you have a few of them you can play around like maybe nine suits you better. I don't know. I found 95 to be quite interesting because it had just the right amount, Not too much, too little. Basically. These would look weird if they were just little holes. What I did is I slope, blur them with a perlin noise that set to quite a high scale. You can see the deformed, some of them almost didn't deform at all, but that's also okay. You can see those then we're just subtracting these on a very low value. You don't want to crank the you don't want to crank this up too high because, yeah, it literally punches holes in your materials. It was something like this. Yeah, again, experiment. It's up to you. It's pretty personal preference. Now, I made a bit of overcomplicated cracks here. I'll go into depth with those. What I did is basically splattered a bunch of random squares with a bunch of random, like you can see, size and size random and scale and scale, random position and offset. It's pretty random, but I get this out of it. A very interesting map. By the way, this distance node works only if you use the color random. If you don't use this, this will not output anything really. After that, I go into the edge detect, I make two edge detects. One is set to two on edge width, and one is set to three. This is So we can blend them together using this Gaga noise. You can use Perlin or anything for that matter. Now we have a weird transition over here, but this is good because we can blur this after we level it out. You can see we have varying thickness of these edges, these cracks as you can see them, they're varying in thickness. That is one, it's very subtle detail. But I really like doing it because it's so simple to do it instead of only one. You use two detects, and that's it. The only real pain with this is just manipulating the levels to get a nice result, But you can see it's pretty simple. After that, I leveled it inward just a little bit of course, inward gray scale, because we're going to be subtracting this here. I do just a tiny bit of directional warp with this histogram, histogram scan here. It's nothing special, but just a tiny bit to break it, you can see then I use the creased texture to just warp it even further. You can see this is changing it quite a bit now. And then what I'm doing is I'm blending. I'm removing, I don't know if you can see, but I separated the bricks that were invisible, so to say that were lower in color, were a bit blacker, bit pushed in. And then I inverted gray scale to get a white map of it. And then just a bit of histogram scan. Now when we remove this, the cracks will not appear on the bricks that are further in, the cracks will appear more on the bricks that are popping out. It just adds a bit of detail. It's a personal preference, really you don't have to. The next thing is just a bit of gauge noise with a bit of levels to just destroy this even further. And just a simple subtract will do, this is a very low number because if you go any further, it will again cut into the brick and you don't really want that. Basically, the height map is done, like everything for the height. This is done and we'll move right to the color section now. 3. Color Map: In the color section. This is probably the most comprehensive section of them all because it is pretty long. But we're not really doing anything too out of the ordinary Once you get the gist of it, it's really nothing that special. What we're doing is we're creating two brushes here that we're going to splatter around using easy splatter. Just going to splatter all of them around and create a interesting mask to begin with. How I create these brushes, I don't know. I just mixed and mashed a lot of techniques to get something. You don't really have to do this. You don't have to do this at all. If you have some brushes that you use in Photoshop or any other software for that matter, you can feel free to just import them. I just wanted to keep everything inside substance. I don't import any resources. It seemed like a fun challenge and it did a pretty good job here. I just did a directional noise with a blur. When multidirectional, warp gray scale, you get this interesting effect where it's layering, I blur that. And then into the histogram scan, because I want it more general mask. I do a little bit of swirl just to create that avy effect. It doesn't really matter much, but I like it. I bevel it a bit. Then another blur. Now I add a bit of noise because noise is good when repeated a lot. A bit of leaks. The leaks are basically carrying the brush. I just get it a bit more, I gave it a bit more height and the blended it in here. What they did in here is basically I created this interesting gradient. So to say I just did this transformation and then gradient map and then just converted this to gray scale. I could have done this as well. It doesn't really matter. I just wanted to get the tip of it pretty wide and then gradient just fade into black slowly. I use another transformation to D, then blended a little bit of the, basically to just add a bit of more noise into that brush. And then auto levels and the brush is ready. The next one is way more simpler, It's just a shape, paraboloid, multidirectional warp again and then levels to just get it nice, then I just apply some grunge leaks. That is basically it, onto the important part. Now what I actually did here is just a simple cloud, non uniform blur and then slope blur to create this starting base mask. You can see it just, it's just so it's not a flat color. Just so it has a bit of something to work around with. Then I use this series of easy splatter with a lot of colors that I deemed interesting beforehand. This is more about experimenting, but just get a general direction of color, where you want to go. And then just experiment here and there all the time until you get something that looks decent. Of course, you can finish the whole material and then you can come back to color and tweak it a bit even more. That's why designer is pretty powerful. You can always tweak these and see how they change anything. I can choose anything here. And you can see that it changed how the material looked on certain parts. But it's up to you to experiment and choose the colors that you like. This is just spluttering all over the place. We get. It's just like painting a canvas with some random colors. Just getting some base to work from. You can see I ended it here. Now what I did here, I did two slow blurs. One is to just really make it wild. And I use the darroode again with quite some big shapes just to make it quite wild. You can see this is a big difference. The second one is just to add a little bit of painterly feel to it. More shapes but smaller ones, you can see this here. You're just adding that painterly feel. Now what I did, I did a directional work with this mask here. These are just a collection of masks that I deemed to be useful. I use multiple times. I use only once. It's just for organization purposes. I just did a directional work with height. But height without it's just a normal height. It doesn't have any damages or anything like that. You can see it put color in various ways. On top of those. I thought this is it seems too stretched in certain areas and pretty good in others. To combat that, I just did a small slobler, just a small one. The next part, I did a first shadow pass. This shadow pass is not really important. I'd like to do it anyways, because it sets my mind in the right direction. It's just a small shadow pass that is derived from the height map. Here you can see it. Just invert and histogram scan. Don't put this like really black, put it something grayish. It's not saturated at all, just don't put it too dark. The next is color variation pass, and that is pretty simple. It is derived from this other tile sampler. And a little bit of histogram scan a little bit of levels, you can see we have different colored bricks. The next part is I add the leaks. You can see those quite evidently here, here on quite some places, you can see them. The leaks are very simple. If you ask me, they start with grunge leaks, I just transform them a little bit to get that repetition. Then I put a similar set up as in the ode and just easy splattered all over the place. Next thing we do is we just slow blur it a little bit because this one seemed a bit too sharp for my taste. Then directional warp again, height there. We just add it as a mask and we put a nice bluish color there. You can see it adds quite a lot of life to those bricks. The next important color overlay is a dirt mask. A dirt mask is also very, very simple. It's just clouds to I do a little bit of slow blur just a bit, then histogram, select this node, basically just selects the position and you can select the range and contrast and all that. It makes very nice masks as you can see. And basically the same treatment I just worked it, it created this very nice mask which I then applied this third mask on. As you can see here, I prepared two masks for adding. You can see this little black line and these little highlights. These are the two masks that I used for them and you'll see that very soon. Now it's the important shadow pass. As you can see, we again, we're using a height map, but now we're using the full finished one. We're using it, putting it into a normal, it's just a simple normal, Soble, nothing really special. Then I'm using light inputs. It basically casts light and gets you the white part of it. You can actually add it into the albedo. What I do here is I color the shadows. Now here you really need to be careful with colors. Which colors go where. I usually experiment on this phase a lot. If you don't nail these three colors, it won't look that great as it can. I just experiment a lot. See, you can see here that I choose like a bluish, a greenish and like some purplish. Those work pretty nicely and you can start to make out the bricks from this base color. Now just another thing, these are dark, but they're pretty saturated. Not a lot, but make sure they are saturated, not like very desaturated. Just so you can have these nice details, I finish it there. What I do here is I did the same thing for the cracks. I basically got the cracks out of here and put them into a normal map and then just the same treatment light all over the place. You can see a little bit of bluish and a little bit of purplish here. This part I add some black, I added from the curvature, just his gram scan, a little bit of blur and a little bit of levels. I add that in here. Once those are in the cracks here are pretty good. The next thing is I'm doing this black outline. The black outline as you can see, if you follow this, but bear with me is just the edge detect with invert gray scale. Be careful not to put too much edge width on this invert gray scale. And I just pull that into here and you can see the black outline going all the way across. Next thing we do a little bit, you can see this here we are adding these little holes. What we're doing here actually is adding the little shadow values. Now we're adding the light value around dirt mask patches. It's the same thing like here, we just did to normal curvature, smooth hesogram scan. When I went here, it's just simple levels, a little bit of blur and then a little bit more simple levels. Then we added those, like small, nice looking highlights there. The next thing is we added highlights on those bricks that are popping out. You can see it when the height map is applied. This one is popping out, this one is popping out. On this one, you can see those are the ones that are mainly highlighted. Then I do a general highlight, so you can see all those small little lines and around holes and edges too. Both of these are achieved by normal Hubble. And this one is curvature smooth, a bit of levels, bit of blur, and then a bit of levels again, you will see this a lot. What this achieves the level blur levels is you can blur it out to just lose a little bit of detail or even gain it. You can see it goes from this to the nice lines that actually go across. Very interestingly, it's just a tiny thing that can help with the looks. The next thing we add this top color, you can see it changes quite a lot how our material looks. This top color is just another simple normal into the light. And we just set the light specifically to hit these types. We choose this blend on a copy, it's pretty simple. It's top down. Finally, you can actually recognize these shapes properly. They look really nice. Now here I'm just adding a little bit of a light into the holes. You can see it's just a tiny bit of an improvement, but I still like it, it still feels like a bit more realistic the way it looks then the HSL is just to make this a little bit more reddish. I don't know, I just felt it looked nicer when it's just a red. Now we add the final shadow pass. The final shadow pass is again a pretty simple derived from the height map. It's just ambient occlusion that is inverted. And then put in here you can see just a bit of green around the edges. You can see how much that actually adds in there. And the other one is just normal curvature, smooth. And then we go into levels to just get these holes. This is interesting because you can see in these holes, that's where we are adding little details. You can see the difference is actually quite big, how it looks, just adding in those small pockets of air. It's really characteristic to like gibley and stylized styles to have those little holes here where it would be darker than the rest of the shadows. You can see how it just makes the bricks pop. Basically, every single step just makes them more and more pop out. Now, before doing this global bruscifying, we're actually making the moss. Moss is pretty simple as well. What I did is first create a mask. This mask is derived from this one. It's just. Before adding any damages, we have this simple ambient occlusion with some. Parameters to get the most out of the shadows. I invert the gray scale. I do some levels to just pick up all of these weird white values, then I just blend it with Perlin Noise Just so we have some variation in color. Then a simple slow blur with crystal two to bring out a lot of those details like here and there, we can blur it just to a little bit of levels. You can see how that looks now and we do non uniform, we get these very interesting. It's almost like it's melting, feel directional work with itself just a bit. And then just a bit of levels to control everything. Then I put that as rotation map input. And mask map input, rotation map isn't really that important. What's important is the mask. But before we get into this tile sampler, let's just get to creating the shape. The shape is pretty self explanatory. It's just a shape into the transform. And then we have the mirror gray scale to make this heart shape. I just put it a bit up, it's a bit better for the splatter circular. Then we splatter it. We create these two variations. Just mess around with these settings to get something similar. After that, we just get it into transform. I just like to squish it a bit. Nothing special. Then we get into the tile sampler. This is pretty simple. Just put a lot of x and y mount until it looks right. A lot of scale and scale, random position and offset. We have the rotation and rotation map multiplier. The most important one is mask map, because without it, it's just going to spawn everywhere. While this might look cool, it's not really what we wanted. We want them to show up at pockets in between bricks and here and there. Going onto the bricks themselves, you see this one filled in this pocket. Pretty interesting. Basically just messing around with the tile sampler until it looks right. There's nothing more to it, if I'm to be honest. Then we do a ter node with quite a lot of these shapes. Just a small one, you can see how slight and small this is. Then I put this into gradient map. I just do a little gradient there, you can see just a few simple colors. Nothing special or out of the ordinary. Because I don't like messing up the gradient map a lot. I dipped it into HSL just to get the colors the way I wanted them a bit more. Then I went into the slow blur color again, just creating, that's nice, painterly feel. Then we blended these two on copy just a bit, you can see no mask at all. It's just a mix of both worlds, so to say. Then we are blending this brick brick albedo with the moss. You can see this looks pretty nice just using this one and putting the histogram scan as a mask. Pretty simple stuff here. Here we add, you can barely even see it, but it is a nice addition to just add a bit of this variation. We basically just took the yo normal and then curvature smooth and then just histogram select to select some of these areas, see just a bit of detail to be added on top of them. Then we are just adding shadows. Shadows are derived from the sloblretty simple stuff. It basically just casts a shadow and we invert the gray scale to get these values. There we go, we add the black around those, and you can see the difference. Obviously, it makes it feel like it pops out more as you can see. That's a really cool look. Then we put this down, we're putting it into the slow blur here and into this one. What we're doing here is just globally blurring the whole base color. We have one that blurs it in a similar way. We blurred here in the beginning, we just blur them. Create a little mask here, and then we put them together. Now you might not see much of a change. Let me now bring this up a bit like this. You might not see much of a change, but you can see it when you shift through them. It's painterly, it's paint got all over it and it's not that clean anymore. Now, this is of it's completely up to you to personal preference if you like it. I just like how it dissolves the colors a bit and makes it feel really nice and painterly. The same is done here. It's just another slow blur, another mask. You can see we're just blurring a bit here and there Just adds these nice details, washes away the color, that is the base color is done. The hardest part is basically, do we have roughness, normal, and Mb? Let's head into those. 4. Roughness Map: Here we are in the roughness part of things. How I start is very similar to how I started. The color part. It's just clouds to all levels. Slow, a bit of levels here and there. And then slow, blurring it to create some general mask and then directional warp. We've seen this already, so I'm just going to fast forward through it. The next thing is I'm adding white. Where this dirt splatter is. Basically, I'm deriving the mask. You can see this is the same thing. I just like how it goes, how it went, like that dirt splatter. Because I like the way it looks. If let's say subtract it, it's going to shine. I tried this before, it could work nicely. That dirt splatter is shining and looks all nice and cool. But I really didn't like it. I liked it more when it's almost pure white because then it doesn't shine at all. Almost. We have a nice look on all those nice details we work hard to achieve. Like this black line and this highlight as you can see. Then we're adding just a bit of randomness with here. It's just a simple cloud, slow blur. And then histogram select directionally work. You get a bit of a mask that make a bit more powerful. If you want to be careful with this though, it can really make or break material. Just a simple variation. Nothing special here. What we're doing now, we're doing the same thing we did to the base color. We are brushifying it. Just a random mask, slow blur with node, another slow blur. And then there we go, just a bit of bring it looks washed out. Next thing I add the black around these bricks, these are basically these edge highlights this one and this one. I just pull them together into a blend node and pull them down here. What this achieves, it's basically a, just a simple way for your edges to glow, so they give a little bit of shine when looking at them. It's just a personal preference, you don't really have to do it. It's not that noticeable, but it is nice and interesting. The next part is we're just adding simple white into the cavities just so we make sure there is nothing in between these bricks, no dark spots. We're just using a simple height map for that. We're using it on divide. You can see if you pull this up, it will do more and more of it. You don't really want to pull this up too much. The next thing is just adding the moss, and that is pretty simple. We are just grabbing this one, we're just doing the levels. You can do this with histogram scan as well. I did it with levels because I wanted to get a little bit of this information. Then we just pull this histogram scan as a mask. There we go. We have white spots. None of these would shine or anything stupid like that. And basically we're done. Now let's head into the normal app. 5. Normal and AO: The normal map and ambient inclusion are pretty self explanatory. I'll just go through them both. It's just a simple normal map derived from the height. It's set on six, it's pretty low. I don't like very intense normal maps. You can try out more intense or less intense. I don't know. It feels nicer when it's on a lower value. What we're doing is just manually adding moss because we didn't really include the moss into the height map that was on purpose. But that's why we need to add moss manually here. What we're doing now is just russifying it, basically just slow blur and slow blur to get these nice details, create a mask, russify the whole thing and call it done. This is the same thing we did for ambient inclusion, ambient oeclusion, very light. I put this here on eight. If you go too much it just loses its charm. I don't know. I like it when it's very light. We're just again, adding manually The moss moss is just derived from this thing, it's put into the ambient occlusion. The next thing is we're just russifying it all the same, Getting another mask. You can always like do a random seed here if you want a different one. And calling it done, basically that is it for the material you have actually learned all the specifics about it. You can go into the material, into the SBS file and just dig away at it, see anything that I might have missed in explaining it. I tried my best to cover everything important. But if I was to cover everything in this material, it would have taken you way too long. It's better just to glance over what I think is important while I was making the material. And then you can head into the SBS file and you can dig away at basically everything you deem also important or you want to learn more about. Again, thank you for getting this little mini series on how to make this and I hope I see around.