Creating Roof Tiles in Substance Designer by Daniel Thiger
Duration:2 hours
Actual Duration:2h 9m
Release date:2025
Publisher:ArtStation
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Substance Designer
Course URL:https://www.artstation.com/marketplace/p/d7Nx/creating-roof-tiles-in-substance-designer-daniel-thiger
Daniel Thiger walks you through building a roof tile material in Substance Designer, using the new nodes from version 2019.1. This is a fully narrated, step-by-step tutorial that covers everything from reference breakdown to final color and roughness.
π― What you’ll learn
- Create a procedural roof tile profile from scratch
- Add realistic cracks and surface damage
- Apply color blocking and roughness variation
- Use new Substance Designer 2019.1 nodes effectively
β Requirements
- Skills: Basic knowledge of Substance Designer interface and node workflow
- Tools: Substance Designer 2019.1 or later
- Hardware: Standard PC capable of running Substance Designer
π Description
This tutorial is all about practical, hands-on work. Daniel doesn’t waste time on theoryβhe jumps straight into Substance Designer and shows you exactly how to build a roof tile material using the 2019.1 update’s new nodes. You’ll see how he breaks down real-world references, then translates that into a fully procedural graph.
The focus is on adding believable detail: cracks, surface damage, and color variation that make the material feel lived-in. Daniel’s approach is methodical, so you can follow along even if you’re relatively new to the software. By the end, you’ll have a solid workflow for creating any type of roof tile, not just the one in the tutorial.
π§βπ Who this course is for
- Artists new to Substance Designer who want a structured, project-based introduction
- Experienced users looking to learn new nodes and techniques from a pro
- Game environment artists needing realistic, tileable materials
π§βπ« About the Author
Daniel Thiger has 15 years of experience in the gaming industry, working at Dice and Bungie. He specializes in material, texture, and asset creation, with a passion for procedural workflows. He collaborated with Allegorithmic on their Signature Series project and spoke at GDC 2018. His work has been featured in 3D Artist, 80lvl, and Marmoset Toolbag.
π Final Result
- A fully procedural, tileable roof tile material with realistic cracks, surface damage, and color variation, ready for use in game environments.

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