Tileable materials
Materials that repeat seamlessly across a surface; how to build them height-first in Substance Designer, from sculpts or from scans, how to check tiling, how to break up repetition, and how to keep them at real-world scale.
A tileable material (or "tileable") is a texture set whose left edge continues seamlessly into its right edge and its top into its bottom, so it can repeat across a surface of any size without visible seams. Tileables cover floors, walls, terrain, roofs and anything large. François Hurtubise calls them "pretty much essential to get the best of any environment where surfaces cover wide areas" (80 Level: Using Tileable Textures in Game Environments).
Because the texture repeats, its texel density stays the same whether the wall is 2 m or 200 m long. That is their main advantage over unique textures.
#Where tileables fit
Most modern environments rely heavily on tileables. On DOOM Eternal, Chase Long says most environment pieces relied on "tiling materials and trim sheets" (80 Level: Designing Environments for DOOM Eternal). On Assassin's Creed Valhalla, Tsvetelina Valkanova made the tiling textures for the Jotunheim world kits (80 Level: A Look at the Material Workflow in Assassin's…). On Hogwarts Legacy, Luke Adwick lists both creating and reusing materials among his tasks on the London street intro, built in Maya, Substance 3D Designer and Unreal Engine (ArtStation: Hogwarts Legacy): reusing existing tileables is a normal part of the job. They pair naturally with trim sheets for edges, decals for specific detail and vertex blending for variation. See ways to texture an environment for the full picture.
#Three ways to build one
#1. Height-first in Substance Designer
The most common modern method is procedural. You build the height map first, because shape drives everything else, then derive masks, colour and roughness from that height. See procedural materials for how node graphs work.
Margot Casiro (Ubisoft Montpellier): "I always start my substances by creating the heightmap, that's what will drive absolutely everything else." She stresses extracting masks "from each and every step of the height construction" and feeding them into gradient maps for colour (80 Level: 001AGT: Learning Substance Designer…). Karen Stanley (Ubisoft Massive) aims for "a nice clean height map in substance designer that can later be used for tessellation and creating your colour maps" (80 Level: Studying Complex Materials in Substance…). Nathan Mackenzie works the same way: "start with a height map and then I usually move to roughness then colour" (80 Level: Advanced Materials with Substance). Adobe's own beginner course is structured like this too: height data in chapter 2, roughness and base colour in chapter 3 (Adobe Learn: Getting Started with Substance 3D Designer).
Work from large to small, as you would in sculpting (see primary, secondary and tertiary forms):
- Large shapes: the pattern itself (stones, planks, tiles).
- Medium detail: chips, cracks, warping, uneven heights per piece.
- Small detail: grain, pores, surface noise.
- Masks from each stage: cavities, edges, per-piece random values.
- Colour and roughness driven by those masks.
#2. Sculpted, then baked
Sculpt a tiling patch in ZBrush or Blender and bake it to a flat plane. This gives hand-made shapes that procedural noise struggles with, such as carved stone or ornate tiles. See tileable sculpts. Tsvetelina Valkanova's stone textures for Valhalla started as ZBrush sculpts baked into Designer (80 Level: A Look at the Material Workflow in Assassin's…). Jon Arellano describes his Asgard materials for God of War Ragnarök the same way: "Materials created for Asgard using a mixture of zbrush and Substance Designer" (ArtStation: God Of War Ragnarok Materials). Jared Sobotta's river rocks for The Last of Us Part I mix both methods: large rocks sculpted in ZBrush with polygroup edges marking the tiling boundaries, then small rocks from two sculpted atlases scattered in Substance Designer with seven Atlas Scatter nodes, largest to smallest (ArtStation: River Rock Breakdown). In a 2019 Polycount study, JamesRay rebuilt trims as models and baked them because his Designer version "looked a bit flat in engine" (Polycount: Kinmel Hall UE4 Environment Study). FlippedNormals' tutorial Making Tileable Textures in ZBrush shows the sculpting side of this method (YouTube: Making Tileable Textures in ZBrush - Top…).
#3. Scanned
Photograph a real surface, reconstruct it with photogrammetry, bake it to a plane and make it tile. Poly Haven captures "around 300 images per 2 metre square area", bakes height, normal and colour onto a plane, then removes gradients and seams (Poly Haven Blog: Photoscanned Texture Creation Process). See photo-sourced and scanned materials.
#Checking that it tiles
A seamless tileable can still have problems. Check three things:
- Seams. View the texture tiled 3 × 3. Any line at the borders is a seam.
- Hot spots. A single distinctive feature (a dark stone, a bright crack) repeats every tile and draws the eye into a grid. Make features evenly distributed instead.
- Scale. View it on a real surface in the engine next to a human-sized reference. Hurtubise previewed "the scale of my tiled details directly within my Unreal project scene" (80 Level: Using Tileable Textures in Game Environments).
Eric Chadwick puts the question as: "How small can you make a tiled texture before the repeats are too obvious" (Polycount: Question: How many trim sheets are commonly…).
#Breaking repetition
On a large wall, any tileable needs extra variation. Repetition is broken in the material, in the shader and in the level:
- In the material: avoid recognisable features. Casiro modifies stock noises "because it is very recognizable" and warps patterns to "break the lines" (80 Level: 001AGT: Learning Substance Designer…).
- Vertex blending between two materials (clean and dirty, dry and mossy). Valhalla's kits used "vertex paint to blend two sets of textures together" (80 Level: A Look at the Material Workflow in Assassin's…).
- Detail and macro maps: a large-scale variation texture multiplied over the tileable.
- Shader techniques: Inigo Quilez describes giving each tile "a random offset and orientation" and blending near the borders, or blending randomly scaled, offset and rotated copies; the first costs four texture samples, the second nine (iquilezles.org: Texture repetition).
- decals and geometry: cracks, stains, props and set dressing in front of the surface.
- Triplanar mapping for rocks and terrain where UVs would stretch.
#Real-world scale
A tileable has a size in the world. Decide it before you start and write it down: "this brick material covers 2 × 2 m". Casiro: "it is important to have in mind which size of the surface and what height is being represented" (80 Level: 001AGT: Learning Substance Designer…). Poly Haven lays measuring tapes beside the surface during capture to calibrate scale later (Poly Haven Blog: Photoscanned Texture Creation Process).
The world size and the texture resolution together fix the texel density. Beyond Extent notes "it's easy to stick to the texel density for tileable textures": you just decide how often it repeats (Beyond Extent: Texel Density).
#Common mistakes
- Starting with colour. Without a solid height, colour has nothing to follow.
- Hot spots that turn a wall into a visible grid.
- No real-world scale, so bricks are the size of suitcases.
- Seams in the normal map only, which you miss in the base colour preview.
- Over-detailed tileables that repeat obviously on large surfaces.
#Further reading and watching
- More shipped-game material breakdowns in game art breakdowns: a curated library.
References
- · Using Tileable Textures in Game Environments · 80 Level · article · accessed 2026-10-21
- · Designing Environments for DOOM Eternal · 80 Level · article · accessed 2026-10-21
- · A Look at the Material Workflow in Assassin's Creed Valhalla · 80 Level · article · accessed 2026-10-21
- · Hogwarts Legacy · ArtStation · web · accessed 2026-10-21
- · 001AGT: Learning Substance Designer — Heightmap, Basecolor, Masks · 80 Level · article · accessed 2026-10-21
- · Studying Complex Materials in Substance Designer · 80 Level · article · accessed 2026-10-21
- · Advanced Materials with Substance · 80 Level, 2017 · article · accessed 2026-10-21
- · Getting Started with Substance 3D Designer · Adobe Learn · course · accessed 2026-10-21
- · Brick and Concrete Generator · ArtStation, 2023 · web · accessed 2026-10-21
- · God Of War Ragnarok Materials · ArtStation · web · accessed 2026-10-21
- · River Rock Breakdown · ArtStation, 2023 · web · accessed 2026-10-21
- · Kinmel Hall UE4 Environment Study · Polycount, 2019 · forum · accessed 2026-10-21
- · Making Tileable Textures in ZBrush - Top ZBrush Trick · YouTube · video · accessed 2026-10-21
- · Photoscanned Texture Creation Process · Poly Haven Blog, 2022 · article · accessed 2026-10-21
- · Question: How many trim sheets are commonly used for an environment in games? · Polycount, 2020 · forum · accessed 2026-10-21
- · Texture repetition · iquilezles.org · article · accessed 2026-10-21
- · Texel Density (deep dive) · Beyond Extent, 2022 · article · accessed 2026-10-21
- · Tutorial | Fundamentals Part 1: Pattern Creation and Natural Scattering · Gumroad · course · accessed 2026-10-21
- · Creating Beach Cobbles in Zbrush/Substance Designer: Free Tutorial · ArtStation · web · accessed 2026-10-21
- · Primary Shapes · ArtStation Learning · course · accessed 2026-10-21
- · ArtStation Learning to Remain Free for All · ArtStation Magazine, 2021 · article · accessed 2026-10-21
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- Sculpting damage and wear Guide
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- Trim sheets Topic
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- Decals Topic
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- Edge wear Key term
- Vertex painting and blending Topic
- Height blending Key term
- Detail maps and macro variation Topic
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Last updated 2026-10-22