Menu
Workshop

Creating Stone Wall Materials in Substance Designer

A Workshop
by Josh Lynch

with Josh Lynch

intermediate
2h 50m 23s
7 Lessons
A Workshop
by Josh Lynch
Get Started
Subscribe

Learn from Senior Texture Artist, Josh Lynch, as he discusses the industry-standard workflows and techniques he uses to create believable stone wall materials in Substance Designer.


Laying down the foundations before jumping into Substance Designer, Josh discusses his methods for selecting reference photographs and establishing a “plan of attack,” and gives a clear overview of his realistic stone wall material. The thorough walkthrough that proceeds dives deep into Substance Designer and uncovers how to harness the power of the software and its out-of-the-box nodes for realistic-looking results. Plus, uncover tips for taking advantage of subgraphs and exposed parameters for highly organized and effective graphs.


Each section of the class is broken down to help you understand the theory and practice first and foremost. The workflows and techniques explored by Josh provide consistent, manageable and predictable ways of using Substance Designer, which can be used to create a wide variety of other materials.

7 Lessons

01Introduction — Part 1Free

Josh Lynch introduces his workshop, which emphasizes that successful material creation in Substance Designer requires a holistic approach that goes far beyond technical node work. By grounding textures in real-world observation, understanding how light interacts with surfaces, and thoughtfully building details from macro to micro scales, artists can learn how to create materials that feel authentic and alive. The key is leveraging players' real-life experiences with surfaces while maintaining organized workflows and incorporating environmental storytelling, ultimately creating textures that enhance the player's immersive experience and contribute meaningfully to the game environment.

Duration: 28m 50s

Introduction — Part 1
02Introduction — Part 2Free

Josh's core philosophy focuses on technical excellence in the foundational elements, particularly the height map, which enables subsequent texture work to succeed. By investing time upfront in proper structure, using scientifically accurate color sources, and building textures through deliberate layered passes, artists can learn how to create believable, production-ready materials. Josh emphasizes that, while iteration is natural, establishing proper workflows and quality standards from the beginning pays dividends throughout the entire texturing process and makes the material more adaptable to inevitable production changes.

Duration: 22m 2s

Introduction — Part 2
03Pattern Stone Sculpting

This lesson teaches a methodical, non-destructive workflow where each step preserves previously established data while adding complexity. Josh's approach prioritizes lightweight node setups with exposed parameters for learning purposes, demonstrates the importance of redundancy systems to maintain pattern integrity, and shows how strategic node selection (such as Non-Uniform Blur over standard Bevel) can dramatically improve results. His philosophy throughout is to work with the software's strengths rather than fighting against it, building complexity gradually while maintaining flexibility for late-stage iterations and improvements.

Duration: 27m 2s

Pattern Stone Sculpting
Unlock lesson
04Stone Surface Breakup Detail — Part 1

This lesson demonstrates why creating convincing stone materials requires building up multiple layers of carefully crafted detail rather than relying on any single technique. Josh encourages artists not to get discouraged during the intermediate stages, when textures may look unfinished, because the final result emerges from the accumulation of surface noise, edge wear, and erosion effects. The key is to maintain flexibility in the workflow while being accountable for all levels of detail, from macro forms down to micro surface variations.

Duration: 14m 32s

Stone Surface Breakup Detail — Part 1
Unlock lesson
05Stone Surface Breakup Detail — Part 2

This lesson demonstrates that creating convincing procedural stone textures requires meticulous attention to detail at multiple scales and a deep understanding of how height and normal maps interact. Josh's workflow emphasizes subtle layering of surface noise, constant reference to real-world materials, and thoughtful storytelling details, such as gravity-based mortar placement. By ensuring textures work well both with and without displacement and testing on various 3D shapes, artists can learn how to create materials that look professional across different rendering contexts and game engines.

Duration: 25m 6s

Stone Surface Breakup Detail — Part 2
Unlock lesson
06Mortar Setup

This lesson demonstrates a sophisticated approach to creating believable mortar that naturally conforms to stonework with proper gravity simulation and surface detail. Josh shares that the key lesson is to build complexity through layered techniques. This includes starting with basic geometry, adding directional effects for realism, and then refining with multiple noise passes for surface variation. His workflow emphasizes the importance of constantly evaluating work in 3D view and balancing technical optimization (such as HBAO settings and height map blurring) with visual quality for game-ready assets.

Duration: 22m 4s

Mortar Setup
Unlock lesson
07Albedo Roughness

This final lesson demonstrates that creating believable materials requires layering multiple subtle effects and embracing color complexity rather than working with flat values. Josh's Photoshop-influenced approach to Substance Designer provides an intuitive framework for systematically building complex textures. While acknowledging PBR principles, his lesson advocates practical artistic judgment, explaining why subtle structural enhancements and thoughtful roughness variation ultimately produce materials that hold up better in real game-engine scenarios where lighting may be optimized or reduced.

Duration: 30m 47s

Albedo Roughness
Unlock lesson

Primary tools

For this workshop you’ll need:

Substance Designer
Marmoset Toolbag

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

This workshop is designed for artists seeking to create believable, reusable stone wall materials using a structured, node-based approach. It is ideal for intermediate artists experienced with Substance Designer who want to improve both the realism and organization of their material graphs. Environment artists, texture artists, and 3D generalists building high-quality surfaces for games, film, or visualization will find Josh Lynch's techniques and insights invaluable.


Artists aiming for more efficient and predictable workflows will benefit from the focus on planning, reference analysis, and graph organization. The methods demonstrated support scalable material creation, making the workshop valuable for workflows that extend beyond a single asset or surface type.

Learning Outcomes

On completing this workshop, artists will have mastered industry-standard stone material creation workflows and developed systematic approaches for building complex, realistic materials in Substance Designer.


Key skills include:

  • How to effectively analyze and select reference photography for material development projects.
  • How to establish clear material creation strategies before beginning technical node work.
  • How to utilize Substance Designer's core nodes for achieving photorealistic stone textures.
  • How to implement subgraphs for creating organized, maintainable, and scalable material networks.
  • How to expose parameters strategically for maximum flexibility and iteration control.
  • How to apply systematic workflows that translate to various other material types.
  • How to balance technical precision with artistic vision for believable surface results.

Get Started
Subscribe
Workshop
Creating Stone Wall Materials in Substance Designer
with Josh Lynch
A Workshop by Josh LynchSenior Environment Artist at Sony Santa Monica
intermediate
2h 50m
7 Lessons
Instructor Josh LynchSenior Environment Artist at Sony Santa Monica

Josh Lynch is a Senior Environment Artist with over 12 years of experience crafting immersive worlds for AAA games. His portfolio includes blockbuster titles such as God of War Ragnarök, Tom Clancy’s The Division 2, Middle-Earth: Shadow of War, and multiple entries in the Call of Duty franchise.


Beyond his studio work, Josh is a passionate educator, having taught at SIGGRAPH 2015, presented at Gnomon and GDC, led a Masterclass at MIGS 2016, and spoken at Substance Days Asia 2018. He continues to share his expertise in Substance Designer through tutorials and mentorships on his Art of Josh Lynch Gumroad page.

View profile
Frequently asked questions
Everything you need to know about the Gnomon Workshop
All subscriptions gain you unlimited access to our entire training library of 350+ tutorials with 1000+ hours of training. Watch as many as you like - there are no limits.
A Team License is suitable for any team of 2 or more artists working for a company or attending an educational institution. Licenses can be scaled to accommodate hundreds, or even thousands, of artists or students across multiple groups, teams, or departments.

Learn more about our plans available for Studios here.

Learn more about our School plan options here.
Yes! Whether you’re looking to gift 1 month of The Gnomon Workshop, or would like to gift 3, 6, or 12 months, we’ve got you covered. Just head to https://thegnomonworkshop.com/gift, select your preferred quantity, and your recipient will receive an email notification with their gift card and instructions for how to claim their gift. You’ll also receive a receipt for your purchase by email.
If you have questions, please contact us.
The best way to contact us is via our Contact Form, Emails are responded to on a daily basis, Monday-Friday.
Watch this workshop and hundreds more
Unlimited access to every workshop
Taught by industry leaders & working professionals(1500+ hours of professional training)
Project files available for selected titles
Learn at your own pace
Get Started
Subscribe