The 3D Handbook
Key term

Alphas and stamps

Greyscale images that shape a sculpting brush, so one stroke or click presses a crack, a rivet, a pore pattern or a whole rock surface into the mesh. How they work, how to use them well, and when to sculpt by hand instead.

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An alpha is a greyscale image used to shape a sculpting brush. Where the image is bright the brush acts strongly; where it is dark it does little or nothing. Blender's manual puts the principle simply: for sculpting, the brush texture is "used to determine the strength of the brush" (Blender Manual: Texture & Texture Mask). Pressed once, an alpha works like a stamp: a rubber stamp of a crack, a bolt, a pore pattern or a patch of rock surface. Dragged along a stroke, it becomes a textured brush.

ZBrush calls these images alphas; Blender calls them brush textures. The idea is the same.

Top, a horizontal greyscale strip, black at both ends, grey in between and white in the middle. Bottom, a cross-section of a flat surface with an orange raised ridge whose height follows the brightness of the strip.
How an alpha drives one dab. Black leaves the surface alone, white pushes it fully, grey pushes it part of the way. Inverting the alpha or using a subtractive brush carves a groove instead.Diagram by the handbook author

#How alphas are applied

The same image can be laid onto the surface in several ways. Blender's mapping modes are a clear, tool-neutral list (Blender Manual: Texture & Texture Mask):

Mapping What it does (Blender Manual) Typical use
View Plane Projects the texture from the current viewing angle Quick stamps facing the camera
Area Plane Follows the local surface normal; "keeps the texture from stretching on steep angles" Stamping on curved or steep rock faces
Tiled "Repeats the texture across the screen" Continuous patterns such as fabric or scales
3D Uses vertex coordinates rather than brush position Procedural noise that stays put as you stroke
Random Picks a random texture coordinate for each step of the stroke Breaking up repetition in pores and pitting
Stencil Projects the texture from camera space and limits sculpting to its boundaries Placing a large pattern precisely, like a decal

Blender also has a separate Texture Mask, which controls brush strength with a second image (Blender Manual: Texture & Texture Mask). In ZBrush, the Alphas palette lets you flip, rotate and invert an alpha, adjust blur, intensity and contrast, and Make 3D turns an alpha into a mesh (ZBrush for iPad Help: Alpha). Maxon notes that alpha settings work the same on the iPad and desktop versions (ZBrush for iPad Help: Alpha).

#What alphas are used for

  • Surface breakup on stone. Sergii Zlobin adds cracks and damage to his stone wall sculpt with crack and damage alphas, balancing the detail against the surrounding areas (80 Level: Creating a Stone Wall Material in ZBrush…).
  • Tiling rock materials. Jared Sobotta's tiling rock materials for The Last of Us Part I started as sculpts that combined hand sculpting and alphas (ArtStation: Rock Breakdown). See tileable sculpts.
  • Hard-surface detail. Bolts, vents, panel seams and stitching are common stamp subjects, because one clean alpha replaces dozens of identical hand-made details. See greebles.
  • Repeated organic detail. Pores, scales, bark and pitting, often with Random mapping so no two stamps line up.

#Making your own

Any greyscale image can be an alpha: a height map baked from a sculpt, a photo turned to greyscale, or a pattern painted by hand. Baking your own from a small sculpt gives the cleanest result, because the values describe real height rather than photographed light and shadow. The same thinking applies at a larger scale: Sobotta sculpted two atlases of small rocks, one smooth and one sharp, and scattered them in Substance 3D Designer to build the small-stone layer of his river materials (ArtStation: River Rock Breakdown).

#How to make one

These steps make a crack alpha from your own sculpt and use it in Blender. The same file works as a ZBrush alpha.

  1. Sculpt the detail on a flat plane. Make a 20 × 20 cm plane at a dense subdivision level and sculpt one crack into it, keeping the border of the plane untouched.
  2. Bake a height map. Bake the sculpt onto a flat 20 × 20 cm low-poly plane as a height map, at 1024 or 2048 px in 16-bit (see baking). Set the bake's height range so the deepest part of the crack is near black or white and the untouched surface sits at one even value.
  3. Clean the image. Make sure the untouched border is pure black for an additive alpha (or invert it later). Any grey at the border leaves a square outline when you stamp.
  4. Load it as a brush texture. In Blender, add the image as the brush's Texture and choose a mapping: Area Plane "keeps the texture from stretching on steep angles", Random picks a new texture position per step (Blender Manual: Texture & Texture Mask). [In ZBrush, import it in the Alphas palette, where you can flip, rotate, invert and adjust blur, intensity and contrast (ZBrush for iPad Help: Alpha).]
  5. Test it. Stamp it once on a curved surface, then drag it as a stroke. Adjust strength and size until one stamp reads as one crack.
  6. Make variants. Repeat for two or three more cracks so you can alternate them and avoid visible repeats.

#Video tutorials

#Use in recent games

Breakdowns rarely list individual alphas, so documented examples are few.

  • The Last of Us Part I (2022), Naughty Dog: rocks. Sobotta's tiling rock materials started as two sculpts made with "a combo of hand sculpting and alphas", according to the description of his breakdown (ArtStation: Rock Breakdown).
  • The Last of Us Part I (2022), Naughty Dog: river rocks. Small rocks were sculpted once into two atlases, smooth and sharp, and scattered with seven Atlas Scatter nodes from largest to smallest (ArtStation: River Rock Breakdown). The atlas works like a sheet of stamps for a material graph. See texture atlases.
Rock sculpts from Sobotta's breakdown. The tiling rock materials on the same page were sculpted by hand with the help of alphas.Jared Sobotta, via ArtStation
Seven Atlas Scatter nodes place stones from a sculpted atlas, largest to smallest. Each stone is used like a stamp, many times at different sizes and rotations.Jared Sobotta, via ArtStation

#Common mistakes

  • Visible stamp edges. An alpha whose border is not pure black leaves a square outline. Check the edges of every custom alpha.
  • Same scale everywhere. Vary size and strength; real damage is clustered, not evenly spread.
  • Stamping on a low level. An alpha can only show detail the mesh has polygons for. Work at a dense subdivision level.
  • Stretching on steep faces. Use a normal-following mapping such as Blender's Area Plane (Blender Manual: Texture & Texture Mask).

digital sculpting · tileable sculpts · sculpting damage and wear · height and displacement maps · primary, secondary and tertiary forms · multiresolution and subdivision levels

#Further reading and watching

References

  1. Blender Foundation · Texture & Texture Mask · Blender Manual (source on projects.blender.org), 2026 · docs · accessed 2026-10-21
  2. Maxon · Alpha · ZBrush for iPad Help, 2026 · docs · accessed 2026-10-21
  3. Sergii Zlobin · Creating a Stone Wall Material in ZBrush, Substance 3D Designer & Marmoset Toolbag · 80 Level · article · accessed 2026-10-21
  4. Jared Sobotta · Rock Breakdown · ArtStation, 2023 · web · accessed 2026-10-21
  5. Jared Sobotta · River Rock Breakdown · ArtStation, 2023 · web · accessed 2026-10-21
  6. Jared Sobotta · Erosion Breakdown · ArtStation, 2023 · web · accessed 2026-10-21

Last updated 2026-10-22