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Hexagonal Paving Tiles

For my second "Summer of Substance" material, I found a very intriguing tile pattern. What made me want to try a realistic recreation was the tiny ridges in each hexagon shape. The brown splotches of dirt also caught my attention and I decided it would be a fun attempt, which I say turned out better than expected. As always feel free to give constructive feedback, as I am still learning as I go.

4K material applied in UE4 on a simple sphere and cylinder mesh. Lit with a simple lighting setup and an HDRI.

4K material applied in UE4 on a simple sphere and cylinder mesh. Lit with a simple lighting setup and an HDRI.

Reference Image

Reference Image

Albedo, Roughness, Normal, Metalness, Height, and Ambient Occlusion maps

Albedo, Roughness, Normal, Metalness, Height, and Ambient Occlusion maps

The main hexagon shape is just a shape node, but I needed to split it into thirds to mask out the detailed ridges. Not the most efficient way, but it gets the job done.

The main hexagon shape is just a shape node, but I needed to split it into thirds to mask out the detailed ridges. Not the most efficient way, but it gets the job done.

The ridges were very simple after creating the mask, and were simply rotated and combined to form the final hexagon shape.

The ridges were very simple after creating the mask, and were simply rotated and combined to form the final hexagon shape.

The unexpected challenge of this material was the color pattern. Trying to get a mask that lined up with the main shape splatter was a challenge and I still dont fully understand how to effectively use the Mask Random input but I got a great result.

The unexpected challenge of this material was the color pattern. Trying to get a mask that lined up with the main shape splatter was a challenge and I still dont fully understand how to effectively use the Mask Random input but I got a great result.