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Introduction

Hiya,

I just wanted to take the time to thank you for your support, but I am going to keep
this one short and sweet.

This PDF will go through all the steps that I took to make this material.
It is not mandatory but it is recommended that you purchase the material as well so
you can follow along, and support me for putting my personal time into this.
Get the material here.
I am going to try to be as precise as possible while hopefully make it a bit interesting
to read as well, so I hope it will help you out.

A good tip is to use the overview in the next section as the titles link to the different
sections.

If you have any comments or feedback please do not hesitate to contact me


Provide feedback
I would love to hear your input.

Thanks so much,
Timothy Dries

Click on the buttons below to visit my stuff!

1
Overview

3. Setting up the main tile sampler

5. Creating the worn/broken edges


9. Adding more chips in tiles
10 Broken Tilepieces

11. Adding tile variation


12. Adding cracks in tiles
15. Making the concrete backing

19. Adding damage to the concrete


21. Chipped tile edges

22. Albedo additions


30. Roughness additions
34. Normal additions

37. Tips and tricks!


38. Closing Segment

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Main tile sampler

All right guys!

It’s time to get this one going, let’s start out with the base of this project, a simple shape fed into a tile
sampler. There will others like this one later on, and linking them together using exposed parameters is
really powerful to get quick iteration without going through all the parameters of each single one.

This is the bread and butter for some nicely generated patterns and can result in a ton of different
variations when tweaking simple parameters like the amount of tiles on both X and Y values, rotation
offsets, etc.

Let’s have a look at the first progress shot down below, starting with a simple one.

Texture comparison

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Let’s start out with the first small section called “Shape” these two nodes dictate the shape that the tile
sampler is going to be using to generate its pattern. If you look at the “Shape” node itself you can see
that it does allow for other shapes then cubes and so forth so it might be worth experimenting with
this.

After that we have a blur HQ Grayscale, this gives us control over the roundness of the edges, so more
blur means that the transition between black and white is going to be smoother. And this then
translates in a smoother transition from low to high areas

The mask is used to control the influence of the broken/missing tiles, I do increase the contrast in this
mask to give some tighter areas of damage, alternatively this ca also be controlled with the mask map
threshold inside of the tile sampler seen below.

You can see the immediate effect of the mask on the tiles in the scree nshot in the top of this page,
where the white areas of the contrasted noise get rid of the tiles in the “Tile Sampler”.

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Creating the worn/broken edges on tiles

This section covers the setup for isolating the edges to then create the chipped edges and some
leftover untouched tiles with.

Let’s have a look at this full section’s progression comparison.

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Isolating the edges
Node overview

Mask comparison

In this first step we get the input from the tile sampler and blur it using a “Blur HQ Greyscale” and
feeding this into a blend set on “Copy” and feed it into the mask and background inputs, this gives us
just the edges. Next we boost these edges using the “levels” and “histogram Scan”.
I love the histogram scan for the simple reason that is allows you to up the contrast on things easier
than a “levels” node can do, but it does not offer you the complete control that a levels node does
though.

The next node is going to be a “Slope Blur Grayscale” another great node, especially for making rocks,
or chipping of edges or having subtle variation. Mine is set to 32 Samples, 0.25 Intensity and “Min”
Mode.

I am going to be repeating this a lot probably but a really good tip is to add a lot of subtle layers that
create a lot of subtle variation instead of a couple of large differences that are easily noticeable.

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Chipped edges, Main pass
Node Overview

Texture Comparison

Let’s start out this section with another slope blur feeding this the “Cells 1” which is awesome for
cracked edges, because it gives you sharp angles to work with if you set the “Mode” to min and set it to
a low intensity, my intensity is set to 1 (and also up the samples to 32).

If we have a look at the texture this gives us then you can see that we have some grey areas on the
edges, we want to avoid these to get some sweet crisp cracked edges.
That is why we are using a “Histogram Scan” to get rid of the grey areas, you will need to find this
sweet spot yourself, but the position is basically which values to pick from the input grayscale, and
then the intensity is the range of the values used.

Now it’s time to get the tiles back involved into this using a blend, feeding the grayscale map into
opacity slot and then feeding the tiles into the “Foreground” slot, the blend self is set to “Copy”.

After this you can see that there is a histogram scan again, this is basically the same as before, upping
the contrast to get rid of some leftover grey spots, but this is not really needed if the first one is done
right. I came back to this point later in the process, because I felt that some parts were still to rounded
off, so that’s why I had another go at it with a slope blur using “Cells 4” to get some harder ridges.

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Excluding some tiles from the mask, etc.
Node overview

Texture Comparison

In the last part of the broken edges part we start out with another sampler, but the trick here is that
some of the parameters are linked to the other Tile sampler in the beginning. The connected
parameters are X and Y Amount, Scale, Scale random, Offset and Rotation random. Then we create a
parameter for the Random mask so we get a different set of missing tiles than the masked tile sampler
we used in the beginning.

Now that we have a different tileset to work with, we can subtract this from the previous mask so that
we can get some tiles back from that mask, breaking up the continuous broken edges going around a
masked section.

Now that we have this mask we can subtract this from the main pattern using a blend.

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Adding in more chips in tiles

This little section I added later on because I was missing some smaller chunks/damage in the tiles
themself. I made some small chips in using the “Cells 4” fed into a “Histogram Scan” and then blending
that with some contrasted Perlin Noise to not have them affect the entire tileset.

Texture comparison

The second Blend is there to remove the grouting in between the tiles from this little mask, and then we
remove this from the main tileset seen in the previous section.

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Adding in broken chipped tilepieces

This section is here as an optional thing, this adds in broken chips as you would see on floors but
normally you would not need this on wall textures. That is why this part is optional, and I will probably
not use this one myself, but it is nice to have.

Texture comparison

Texture comparison

We start out with a “cells 4” and scale it down a bit to make the scale more in line with the broken tiles
and make them match a bit more.

After this we get a histogram scan going to filter out the grayscale value and determine the amount of
tiles we want to have in the final mask.

Next up is a “switch” node, this was the first time using these, but basically if you make a with it flips
between the 2 inputs, so feeding the “Off” input a black mask does nothing, really helpful to give more
options to people. Please note that the “Switch” depicted above should be a “Grayscale Switch” for this
particular instance.

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Adding tile surface variation

This small but important section adds a whole lot of variation to the texture itself, but can be achieved
in multiple different ways. This is the way that I did it because I added it later down the line.

Texture comparison

Alternatively we could add this to the initial shape so that we don’t need to create another tile sampler.
Which would have maybe been a better way to go about this.

What we also could have done to get the same result is use a different shape in the tile sampler itself,
but this then means we have to blur the entire texture as a whole and leaves us less control in the
roundness of the edges.

What we do here is get another tile sampler and change the shape to “Gradation” and overlay that on
top of the tile texture that we have already, this creates some nice surface variation.

Texture comparison

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Adding cracks in the tiles

This section will handle the cracks that appear in the tiles, both on the edges and on some random tiles
as well to get rid of the more obvious patterning. This is essential for all broken tile patterns and is
always a nice addition to the texture.

Setting up the cracks


Texture comparison

Node overview

Let’s start this section out with finding a good texture for the cracks, I love to use “Cells 3” for this
reason, as it gives you some tiny contrasted edges to work with. The first thing we do is expose the
“Distance” parameter so we can control the scale of the cracks more easily.

Let’s then use an invert grayscale to convert it from using the main shapes into it using the cracks, then
we create some small variation using a blur HQ grayscale with a perlin noise zoom fed into the intensity
map, like all other parameters within the slope blur grayscales we set the samples to 32, intensity to
something subtle such as 0.25 in my case and then the mode to “Max”.

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After that we use a histogram scan to push the contrast between white and black so we get more
defined cracks.

The transformation 2D node seen after that is used for testing purposes because I was changing the
scale using this at first, but you can easily use the “Distance” in the “Cells 3” node in the beginning of
this section.

The last thing we need to do is to subtly blur the image, because if you have a really strong contrast in
your mask you get jagged edges in the height. Blurring the image slightly helps counter acting this.

Now that we have cracks going all over the texture we need to filter this part into the edges only as it
doesn’t look nice when you have the cracks going all over the texture in such a uniform way, so the
next section deals whit the breakup of that.

Only make the cracks appear on edges


Node overview

Since we already have the mask for the edges setup in a previous section we can re use this from a
different part of the graph.

We need to do some more work on the edgemask first before we can blend it with the cracks. At first
we blur the mask a bit to get a bigger radius in which the cracks are going to affect the surface.
You could optionally expose this parameter as well to give the person using this more control ove r the
radius of the cracks.

Let’s also create some variation in the way that it spreads next with the use of a “Directional Warp” with
a mask as input, I used the “Plasma” for this one, but you can use basically any kind of noise that gives
you some random values.

After that it is time to blend in the tiles again, so it only affects the edges of the tiles and it doesn’t affect
the tiles that are added back into the mask. This is done with a simple blend using the mask for the
tiles as an “Opacity” and feeding the mask we just created into the foreground.

Before we can start to blend them together though we are going to do some more work on the cracks,
because at this point it still felt too uniform, so taking the cracks mask we made before, we take this
and add a “Transformation 2D” and give it a random scale and offset, just to make it different from the
other one.

Then we add both the Transformed mask and the non-transformed mask into a blend node, using a tile
sampler that we made before, the one we used for the randomisation.

Throwing this output into a slope blur grayscale to get some more randomisation, using the perlin
noise zoom as the intensity input. This creates a chipped effect on the tiles.

Now that both sections are completed it is time to blend them together, using the edge mask as the
opacity and adding the cracks in the “Foreground” slot. This results in the cracks only showing onto the
edges.

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Adding in random tiles with cracks
Node overview

The next small section covers adding in some random tiles that have cracks, not only on the edges.

First up we have another “Tile Sampler” with a large mask map threshold, so that we only get a couple
of tiles to filter in on this. We don’t want it to be too obvious that we have larger pockets of tiles a dded
In this mask as it is going to be easy to spot.

This tile sampler then is used in the opacity slot of a blend that takes in the cracks in the foreground
slot and setting the blend to “Copy”. This then feeds back into a blend using a previous mask to a dd
back in some randomness cracks around these tiles.

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Making the concrete backing

In this section I go over making the base for the concrete backing. Making the base with a tile sampler
and then overlaying different kinds of noise.

Lets start out with a full overview of these first concrete nodes and this is what we are going to end
with.

Concrete backface
Texture comparison

Node Overview

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Texture Comparison

We start out this section with a tile sampler, this time we use 2 inputs going into a tile sampler to create
some variation between the concrete backing base. You can change the amount of inputs that you
want inside of the “TileSampler” node under the “Pattern” tab inside of “Pattern Input Numbers”.

Starting out with the “Shape” node set to “Circle” feedin this into a Blur HQ Grayscale to blur out the
edges a bit so that the transition is not at contrasted and we get a smoother transition.

This then goes into a blend together with some noise that is set to a low opacity, because reme mber,
keep it subtle or it is going to be very eye catching.

The second shape is basically the same thing but then with a square input instead of a circle input.

Then we feed this into the tile sampler, this has the same linked parameters as the other tile samplers
so that we can easily adjust parameters on the material itself and this changes all of the tile samplers.
The only thing that is different about this one is that this one is not using a mask input.

Now that we have sort of some baseshapes going for this it’s time to add some mortar lines on top of
these.

Mortar lines
Node overview

Wanted to capture the feeling of these cool looking lines of mortar in the cement. To achieve this bit I
started out with some “Stripes”, this would be needed to be randomized quite a lot. So we feed this into
a directional warp with a “perlin noise 1” to get some initial randomisation.

But we still have the feeling that this is too much like one continues line which doesn’t really make
sense. So we have to do something about that, the way I approached it was to create some
randomized patches in the texture, I did this twice in this section, that’s why there are two blends here.

One for the first set of patches, and a second blend for the second set of patches.

And to blend them both I used a contrasted perlin noise seen in the bottom left of the above
screenshot, and offset that for the second set of patches.

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After this we needed to do some balancing of the texture so that it does not become to harsch, and
then blending it with an additional layer of noise to give it some further variation in the last blend.

Overlay mortar on concrete


Node overview

Fairly straight forward small section here, this is just the blending between the cement core backing
and the mortar lines we just created, I added in some additional variation using a tile sampler that we
used when making the cracks and adding tiles back in.

Concrete overlays, adding differences


Node overview

This small section just adds another layer of variation to the texture and balance the values of the
whole mask. The blend here is set to 0.5 opacity and to the “Copy” blending mode. The mask that you
use to overlay is completely up to your taste, I used the “Grunge_Map_008”

Adding in grouting
Node overview

Now it’s time to add the grouting back into the cement backing, starting out with a “Tile Sampler” using
all the exposed/linked parameters seen in the other tile samplers.

Let’s start with the bottom section on this one first as this goes through the steps done to i solate the
grouting from the tiles.

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Some very simple steps really, we start out by using and edge detect using a low edge width and
roundness. My settings here are 1.30 on the edge width, and 0.5 on the roundness. But these do not
need to be exactly these values at all, have some fun and experiment!

Then we need to invert the mask that we just made to get only the grouts of the tiles, and then blur
them slightly to get rid of some sudden transition between black and white.

Next up we add some variation using a scaled down (Using the transformation 2D node) noise.
I then subtracted this noise form the grouting to get some sweet variation.

Blending grouting and balancing the mask


Node overview

Short and sweet! It’s time to blend the two sections using a blend node set to add, so we can add the
grouting on top of the tiles. And then balancing the contrast with a histogram range node to make it
less contrasted.

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Concrete damage

After looking at some reference for some of the concrete backing, I was missing some of the deeper
cuts in the concrete so we are going to add that back in into this section.

Texture comparison

Entry section
Node overview

Texture comparison

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So in this first bit we are going to make some of the smaller chunks that we can cut out of the concrete
backing.

We start out using “Crystal 1” but I noticed that they were way too big for my current texture, so we
need to resolve this using the “Transformation 2D” and just scale the texture right down using the “/2”
so it cuts the size down by half so it retains the tillable nature of the texture.

We then need to get rid of all the tiles because we don’t need those in this masks, we just use a mask
that we made before, at the end of the “Adding in chips for floor textures”. I use the levels node here
basically as a reroute node to make it more readable in the graph. This then goes into the opacity input
of the blend itself and we feed the concrete damage into the “Background” slot.

This is a nice start but it is still too obvious and too uniform. That is why we delete bits of it using a
blend and subtract “Clouds 2” from the damage.

Then we add some subtle variation using the “Slope Blur Grayscale” and some noise as the input.

We can then subtract this from the actual texture that we are working with and get some nice smaller
cuts in the concrete.

Deeper concrete cuts


Node overview

Texture comparison

After looking at the previous section it still felt a bit to procedural so this is where the next sections
comes in, I also tried to damage some of the concrete tiles edges in one go.

Starting this section out is the “Levels” node, which is basically just a reroute node again using the
masked edges that we made before using the grouting.

We then feed that into a “Slope blur grayscale” to get some nice large chipped damage on the edges.
After that we remove the tile mask from this again, so the grouting we have going on this mask doesn’t
affect the tiles.
Then we feed this into a blend to remove certain parts using a mask.

After that I added some more edge variation to the mask using a “Slope Blur Grayscale” with some
“BnW Spots 3” then we subtract this from the main texture using a blend.

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Chipped tile edges

This final section of the construction of the height map we focus on the creation of the mask that we
need to create some nice chipped edges on the tiles, adding to the feel that they were there a long time.

Texture comparison

We start out with grabbing a mask that we have mode before in the “Grouting” section, then we feed
this into a “Slope Blur Grayscale” to get some nice chipped edges.
Then we up the contrast a bit and sharpen it to get rid of some of the unwanted grey values or chips.

We then remove the grouting from this mask to only have the chips in a mask, then we use the
randomized tiles mask that we made before and use this as the opacity mask in a blend so that is
doesn’t affect all of the tiles.

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Albedo additions

With the height map done it is now time to put the finishing touches on all of the other maps, starting
with the albedo, in this section we cover some nice additions that we can make only in the Albedo,
although a couple of changes are going to be used in the roughness as well. The additions we are
going to go through are going to be discussed one by one down below.

But let’s start out with a comparison between beginning and end result.

Texture comparison

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Adding in sun-bleached tiles
Node overview

Texture comparison

This first small part is tiny but adds a lot of variation to the texture, what we are doing here is just
creating some sun-bleached tile variation, which tries to replicate some damage from the sun on some
of the tiles.

We can simply do this by grabbing the color that we first setup and just using an “HSL” node and only
using the “Lightness” inside of this node so that we can lighten the or darken the color of the tiles we
feed into this using a separate tile sampler with a variation on the tiles itself so we get some nice
variation in the color.

And then to finish this off we separate the tiles from the background using the mask that we have
setup before.

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Concrete color
Node overview

Texture comparison

Next up is adding in the concrete base colors, we start out with adding a base using a “Gradient Map”. I
use that node all the time to get in some quick block colors using the gradient picker form a reference
picture. A good thing to keep in mind is to keep the gradient between colors subtle because harsh color
transitions are only present on things that are different materials and such.

Then in the second part of this section I added some of the deeper concrete damage back in to get
some off the variation back and make it match with the height map.

The method used for this was grabbing the mask that we used in the “Concrete Damage” section and
using a slope blur to create a bit of difference between the height and the color map, then blurring it up
a bit to create some smooth transition between the color that we are blending it on and the color used
in this bit.

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Grey Grouting
Node overview

Texture comparison

Next up let’s add the grey grouting back into the color this is fairly straight forward, as most of the
masks are already created anyways. So we take the mask for the grouting that we made earlier and we
just blend it with a color, a sort of greyish one.

We then add this back over the color texture that we had before.

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Dirt overlay pass
Node overview

Texture comparison

A lot of these changes are really subtle but they are really nice to add, just keep in mind that it is better
to be subtle than to be brutal with these things.

In this step we add a subtle dirt overlay, we are later on going to add this same one to the roughness as
well.

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Scratches
Node overview

Texture comparison

Next I added some scratches to create some more surface variation, replicating people running close
by it and scratching it with their keys and such.

Again, another subtle pass, I think this is the most subtle of them all. It is going to be a bit more
noticeable in the roughness though.

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Dirt spots
Node overview

Texture comparison

Another subtle pass, this time adding in some random dirty spots over the tiles. This is to simulate
people spilling stuff, or just dirt gathered over time.

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Chipped edges damage and Crack coloring
Node overview

Texture comparison

The last pass is going to go over the edge damage and crack coloring. This is the final step we need to
finish up the albedo.

This part is quiet straightforward as well, as we just take some of the masks we have created before for
both the cracks and the chipped tile edges.

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Roughness additions

Initial roughness setup and overlay


Node overview

Texture comparison

Allright, let’s get to the good stuff now, the Roughness map, this is arguably the most important map in
the PBR pipeline, the roughness map. This is where we get some nice response from the material.

A good thing to know, is that it is even more important to be subtle with the map, as this is where the
materials is going to shine or is going to fail.

Let’s start out with the first node which is a “Gradient Map” to get some quick colors in using the
gradient picker. And playing with those values.

We can see that it took the height values and added in some of the random tile variations in as well, so
we need to get rid of those random values first. We use the tile mask to add a black color on top of the
tiles again to balance these values.

Next up are some simple overlays of dirt which was fairly straight forward.
Firstly we are going to add a dirt overlay on top of the texture to get some initial variation.

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The noise that I am using is “BnW Spots 2” we then blend them together using the “Add” on top of the
previous texture.

Next we add some additional textures on top of them to create some more variation, next we added
some clouds that are filtered through the tile mask, so it only appears on the tiles and not on the
concrete. We blend the texture over using 0.08 opacity and setting the blend mode to “Max (lighten)”.

To finish this section off we multiply some “Grunge_Map_002” on top of the texture to have an
additional layer of dirt, the blend is set to 0.3 opacity and the mode itself is set to “Multiply”.

Keep in mind that you can use whichever kind of noise that you want but I really liked the shapes and
differences in the noises that I picked here.

Grout roughness, dirt overlays and scratches


Node overview

Texture comparison

As these next couple of bits are fairly simple I bundled them together, in this next section.

Let’s start out adding the grout variation back in, again, using a mask we made before in the
“Stonework behind tiles” section, the blend used here is just a simple copy blend as we alrea dy filtered
out all the stuff we don’t need.

After that we add some more dirt variation using a “Grunge_Map_015” that we then feed into a levels
node to bring the contrast back down a bit. Then we add this back on top of the main roughness
texture using a subtle “Add” blend.

The last bit of this section is adding in scratches, again, another layer of variation.

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More dirt overlays
Node overview

Texture comparison

Next up we are going to add some more dirt overlays (I know I can’t get enough of them!) The first of
the dirt overlays is here to add some subtle variation between the different tiles using a mask that we
used before at the start of the albedo. This is set to a subtle subtract of 0.02. Again a tiny value, but it
does add a bit more depth, although barely noticeable, but that’s how we want this!

Next up uses the same mask as the “First dirt overlay pass” in the Albedo section, to have the color and
roughness line up and complement each other.

The last step from this section is probably the most noticeable one and adds a nice layer of dirt to the
texture, used “Grunge_Map_014” for this because of the nice randomness and the horizontal sections
in some of the parts. This is then “Added” with a blend to the main roughness texture with an opacity of
0.2 but this depends on personal taste again.

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Adding dust on the tile edges, smaller spots
Node overview

Texture comparison

Let’s get back into some less random stuff again, to start out this small final section we are going to
look into adding some dust to the edges of the tiles because that is where the dirt/dust would gather
on tiles.

Again, we already have a mask in place for this section, so we are re-using this from the initial grout
made in the “Concrete” section, you can see this coming in in the levels node (used as a reroute node
here).

Then we proceed with blurring this mask and to make the influence a bit bigger.

After this it is time to add some variation in the mask that we are going to use here, I did this with a
“Fractal Sum 2” node which gives us some nice variation as well as some nice smaller “dusty” details.
This is then fed into the blend as an overlay on top of the grout.

It still feels too uniform at this point, so we needed to add some more variation in this part of the
texture. This is where the beloved “Slope Blur Grayscale” node comes in with the “Perlin Noise Zoom”
the slope blur is then set to “Max” with a smaller intensity.

Now it’s time to blend it with a grayscale value so we can easily come back to this one late r on, I fed the
mask into the opacity part of the blend and then put in the grayscale value in the “Foreground” slot. But
I noticed that I was missing a bit of contrast in the mask, so that is why the “Levels” node is there to
boost the contrast a bit more.

We then add this value to the roughness texture.

Then lastly I added some smaller spot of small damage to the roughness to finish this off, this is using
the same mask that we use in the albedo.

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Normal additions

Height to normal conversion


Texture comparison

This is a really cool node that I always use for my Height-to-normal conversion called “Height to
Normal” so speaks for itself really, you can tweak the depth of the normal and define the surface
dimensions as well, which also related to the depth of the normal. You can also change the normal
format on the fly in this node from direct-x to OpenGl (switching to Y-up for DirectX to Y-down for
OpenGL, or basically flipping the green channel in photoshop of the normal, whatever you are most
familiar with).

Now that we have a base to start out with lets add some normal variation.

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Smaller surface details
Texture comparison

Starting out with the smaller surface variation. I was surprised by this one how nice the variation added
was, focusing on this microsurface response can really help sell materials, so adding small surface
detail like this can really help a lot.

The node used here is a height to normal blend, the top input takes a height map and then you just feed
the base normal map into the lower input. You can then adjust the intensity of the height map that is
blended on top of the base normal using a slider.

I made a parameter out of these couple of blends so that people can easily adjust these from the
material menu where all the parameters live.

This normal detail affect both the concrete and the tiles alike, we could additionally filter out the
concrete but it was nice to have it on both surfaces.

Larger surface variation

Texture comparison

At this point it would have been nice to have some larger surface variation as well. So this is where we
implement this. We start out with grabbing the mask for the tiles we made before in the “Adding in
chips” section.

A “Clouds 3” would work well here I masked it using the tiles mask and then blurred it so the variation in
the texture wouldn’t be too visible.

We then used the “Height to Normal” node to blend it back onto the normal base texture.

So to finish it off we are going to add some smaller chips in the next section.

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Tiny chips
Texture comparison

To finish this material off we are going to add the final touch to the normal map, adding in some
smaller chipped pieces on the surface of the tiles.

This last bit is just a bit of noise “Dirt 2” used the “Histogram Scan” to push the contrast up a fair
amount and isolate a certain bit of the chips.

After this we use the tile mask for the last time to not have it affect the concrete.

Then lastly we use a height to normal blend to blend it in to the base normal map again.

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Tips and tricks!
Reference
Make sure that you have some reference on hand all the time, and try to isolate the different
parts that make up the texture and focus on it layer by layer.

Focus on height
The first thing you need to start out with is Height Map, because when you have this nailed
down, converting it to the rest of the maps is fairly easy.
Another good tip is to work from large to small shapes just like you would do when sculpting.

Make variations subtle


A good tip is to go be subtle (As repeated over and over in the document) with all the things
your are trying to add. A lot of subtle layers of dirt is better than just a couple layers.

Add AO to the texture


Adding AO is as simple as converting the Height to Normal, you can easily convert this using
an “Ambient occlusion” node and it works the same as a height and normal blend.

Setting up parameters
Whenever you make a node almost everything you can adjust in that node can be added to a
parameter. Make sure that you use this to your advantage and link some of them together so
you can build and quickly iterate on testing.

Accessing the parameters


Double click in an empty part of the canvas to get to the parameters, these can then be further
adjusted, you can also add other stuff in here such as the attributes and other usefull stuff.

Experiment and have fun


This is kind of a no-brainer but have fun making textures, experiment and if it looks cool, just
save it out to another file so you can always come back later to that file. I do this on a regular
basis and get some really cool materials out of this.

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Closing segment

I have spent a ton of time on this tutorial lately so it would be awesome if you could
support me, and keep me pushing my limits on what I do and make more awesome
stuff in the future!
I may have gone a bit overboard on the explanation on different parts but I hope you
can get something out of this.

If you see anything that can be improved please do not hesitate to contact me
Provide feedback

Thanks again for downloading and supporting what I do.


Timothy Dries

Click on the buttons below to visit my other stuff!

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