For the Research Project, I wanted to learn Substance Designer. Also, use the things I learned from the tutorial. I wanted to make a ribbon texture for the katana I made.
Final Texture in Substance Painter
I tried to create a weave pattern for the katana sageo and ribbon on the handle. inspired by Assassin's Creed: Shadows and Ghost of Tsushima.
Weave pattern on the Katana.
Reference from AC Shadows and Ghot of Tsushima
In Substance Painter, we use nodes to make the textures. They are just like blueprints from Unreal Engine, but for textures. There are 2 types of links in Substance Designer. Gray links are used for height Grayscale Connections, and yellow links are used for color nodes. When we try to link the gray to the yellow node, it throws an error.
Process I followed in making the Weave Pattern :
Before we start using any nodes, we have to identify the smallest part of the texture that we want to make from the reference. As for the Weave pattern, one weave is the smallest.
So, to start off the texture, I will first use a shape node and blend the shape node with the gradient node to make it look like a single weave thread. We can use the Transformation 2D node to turn the shape or the output of any node accordingly.
Transformation 2d is used to manipulate bitmaps or other images. The blend node in Substance Designer is a crucial tool for combining different inputs (images, patterns, etc.) into a single output, using various blending modes to achieve different effects.

Now, to make the weave look like it is made of cloth, I blended the previous output with a Crystal 2 node to give secondary height detail. I use the Blur and Level nodes to adjust the height as I need.
The Levels node in Substance Designer is a fundamental tool for adjusting the tonal range and contrast of images, similar to the Levels adjustment in Photoshop. Blur nodes are used for softening or distorting textures and shapes.
Additionally, for the Tertiary Fabric Details. I used the Fur node and blended it with the above output.
I connected a duplicate of the previous Blend output to a new Blend node, where I'm combining the original output with the duplicated one using an offset.
The Tile Generator node in Substance Designer is used to create repeating patterns by scattering shapes on a grid. You can add multiple inputs to the tile generator.
I used the weave pattern and applied a Safe Transform node to rotate the tiles 90 degrees. Then, I blended the transformed pattern with the original Tile Generator output using a mask to hide the unnecessary parts and achieve the desired weave pattern.
Later, I turned the output 45degrees and used a Cloud 2 node to get color variation.
For roughness, I used a variety of nodes and get. The Flood Fill node is a powerful tool for adding variation to tiling textures and patterns. The Histogram Scan node is primarily used to remap the contrast and brightness of grayscale images.
The Directional Warp node in Substance Designer is used to distort or "warp" an input image or map in a specific, user-defined direction.The Flood Fill to Random Grayscale node in Substance Designer is primarily used to add random grayscale variations to shapes or tiles.
Now that we have the roughness, color, and height, we can connect to the output node and export the texture maps to use in software like UE, Blender, etc. You can directly export the texture to Substance Painter as a smart material.
The Base Material node follows an "add first, use last" workflow and is typically placed at the far right of your node graph. Since it's a material node, all channels are already packed no need to create separate outputs. You can quickly preview your material in 3D by simply dragging and dropping it onto the cube in the 3D viewport.
Before exporting, we can add parameters to allow users to customize the material as needed once it's imported into Substance Painter as a smart material.
Texture I made by following the tutorial to get started.
Creating this weave pattern was a great learning experience and marked my first step into the world of material creation in Substance Designer. It helped me understand the power of procedural workflows, node-based logic, and how even small adjustments can make a big difference in the final output. While it took some trial and error, completing this texture gave me a solid foundation and the confidence to explore more complex materials in the future. I’m excited to keep building on this and push my skills further.