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Alphas & Brushes

100 Roughness Imperfection — VOL 01

asset · Alphas & Brushes
shaded · wire
About this pack

Roughness is the channel that decides whether a material looks photographed or rendered. A surface with one flat roughness value reads as plastic no matter how good the albedo above it is; break that value up with real grime, fingerprints, water spotting and polish wear and the same material becomes convincing in a single step. This pack is 100 tileable roughness maps captured from real-world surfaces, for exactly that job.

What you get

  • 100 tileable roughness maps
  • 4K resolution, in PNG
  • Captured from real surfaces rather than generated procedurally
  • A preview image for every map

How to use them

Drop a map into the roughness input of any material and it tiles in both axes, so one map can cover a floor or a wall without a visible seam. They are not restricted to roughness either — the same greyscale data works as a mask for a dirt layer, as a subtle height break-up under a smooth material, as opacity for a decal pass, or as a driver for anything you want to vary across a surface. In Substance Painter they sit naturally as a greyscale fill layer with a levels adjustment on top, which is the quickest way to dial the contrast down to what a specific material actually does.

The value in a captured map rather than a procedural one is the irregularity. Generated noise is even by construction; a real surface has a patch that was wiped, a corner that never was, and a run where something was dragged across it. That unevenness is what a viewer reads as history.

One thing to watch. These are roughness maps, so a specular-gloss pipeline needs them inverted before they behave correctly. A metallic-roughness workflow takes them as they are.

Made by Milad Kambari and Mirage3Dart.

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Technical specification
Software
3ds Max, Photoshop, Quixel Suite, Substance Designer, Substance Painter
Files
1 file included
About Alphas & Brushes

These sets are the finishing detail that decides whether an asset reads as real. The alphas are rendered from actual geometry rather than traced from photos, so edges stay crisp under projection and the height data holds up when you push it into a normal map.

Brush presets are included for both Substance Painter and ZBrush, with spacing and falloff already dialled in.

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