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Pavement | 100% substance designer | Vertex Paint

Start from substance designer to make it material, i make 3 different surface for the pavement to get more control able when doing blending. In my vertex painting workflow, I start by establishing the pavement base as the main layer covering the entire mesh. This sets the foundation for all the other materials and ensures the surface feels cohesive from the start. After confirming that the texture scale fits well with the model, I begin layering details through vertex colors. The pavement crack layer comes next, controlled by the red vertex channel. I paint over areas where stress and weathering would naturally occur, such as along seams, edges, and corners. I build up the cracks gradually, adjusting paint strength to create realistic variation and soft transitions with the base layer.

Once the damaged areas look convincing, I move on to the grass layer, assigned to the green vertex channel. I start by lightly painting around the same areas where I placed the cracks, letting the grass blend naturally into the surface rather than covering it completely. This layered vertex painting approach gives me precise artistic control over how the pavement transitions from clean to cracked and finally to slightly overgrown.