A couple of really cool things about the Substance texturing approach:
Feed it a 3D model and generate maps of its inside corners and outside edges, which can be used to mask layers for dirt accumulation and edge wear https://www.youtube.com/watch?v=zTYia53801k
No reference handy, but you can expose parameters like "How much rust" or "color of scattered accent bricks" and make the textures be configurable in-engine. Really streamlines the process if the person building out a level in the game can adjust those sorts of features without going back to the texture artist every time.
EDIT: Here's a cool one http://polycount.com/discussion/comment/2384431/#Comment_238... You can feed it an arbitrary mask to control the color pattern. Note how it's not just painting the color over the bricks, it actually makes brick seams following the edges. And if I had to guess, the dirt/sand accumulation is exposed as a configurable parameter.
A couple of really cool things about the Substance texturing approach:
Feed it a 3D model and generate maps of its inside corners and outside edges, which can be used to mask layers for dirt accumulation and edge wear https://www.youtube.com/watch?v=zTYia53801k
Squish multiple simple generators/effects together to make really interesting shapes: http://bradfolio.com/art/substance/substance-red-rock-cliff-...
No reference handy, but you can expose parameters like "How much rust" or "color of scattered accent bricks" and make the textures be configurable in-engine. Really streamlines the process if the person building out a level in the game can adjust those sorts of features without going back to the texture artist every time.
There are a lot of neat examples in here: http://polycount.com/discussion/155851/weekly-substance-chal...
EDIT: Here's a cool one http://polycount.com/discussion/comment/2384431/#Comment_238... You can feed it an arbitrary mask to control the color pattern. Note how it's not just painting the color over the bricks, it actually makes brick seams following the edges. And if I had to guess, the dirt/sand accumulation is exposed as a configurable parameter.