This Rocks! Photoscanning Workflow Exploration

It's no news by now that I like to scan stuff, what I almost like even more is coming up with ways to improve my workflow and make a lot out of a little.

One thing that always has been a challenge for me is how to tile rocky surfaces with a lot of large forms and sharp edges. If you are tiling a flat ground texture you can usually get away with just clone stamping the seams away, but that does not really work for sharp cliffs. But I found a very fast and easy way to do it inside of Substance Designer(SD). Using this I can mix and match non tiling textures, as needed and get a tiling texture as en result!

Here I tested the workflow on a scan of a cliff wall made from just 38 images total. I extracted different parts of it as separate textures and combined them inside of SD to create 8 different tiling textures.

If I was to make this for an actual game I would take the time to do some proper scans though :P

At the end I added a mini-tutorial of the basics used inside Substance.

The source material, only 38 images total!

The source material, only 38 images total!