Roguelike Dungeon Material

This is a material 100% created in Substance designer as practice on working & experimenting with nodes. It generates a dungeon with a set amount of rooms, followed by hallways then aligns it to a 32x32 tile grid. From there, I was able to use the shape glow node to create the walls, and texture them based on direction. Once that was built I would go onto populating the dungeon with traps, keys and potions. I had other plans on adding scrolls, swords and chests but ram usage was a bit too high to add all of those to it.

Overall, it was a really fun material to build and would love to expand on this at a later date when I learn more about the software.

Finished product. 100% Substance Designer

Finished product. 100% Substance Designer

Finished render on a tiled 2D plane

Finished render on a tiled 2D plane

Node graph of the creation of the material. The spikes, keys and potions were made in a separate graph to reduce memory usage and for organization

Node graph of the creation of the material. The spikes, keys and potions were made in a separate graph to reduce memory usage and for organization

Rendered material on a 2D image, tiles 1.5x

Rendered material on a 2D image, tiles 1.5x

Texture breakdown of the material

Texture breakdown of the material

step-by-step screenshots on the process for creating the material

step-by-step screenshots on the process for creating the material