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Alphas & Brushes

70 Holes Alpha — VOL 02

asset · Alphas & Brushes
shaded · wire
About this pack

Putting a hole through a wall, a floor or a metal panel is one of the slowest things to do convincingly by hand. The edge has to tear rather than cut, the depth has to read from an angle, and the damage around the rim has to belong to the same material as the hole. This is the second volume of the destruction series, and it does that work as height data: 70 alphas, of which 60 are individual holes and 10 are seamless textures for covering a whole surface at once.

What the pack holds

  • 60 individual hole alphas
  • 10 seamless hole textures
  • Every map at 4K and 16-bit
  • PNG and TIFF versions of each
  • Mask files for the seamless set
  • A preview render for every alpha and every texture

Using them

In ZBrush the singles work as drag-rect stamps on a subdivided plane. Stamp, mask by the alpha, delete the masked polygons, and you have an actual opening rather than a painted one, with the torn rim already sculpted around it. In Substance Painter and Substance Designer they belong in a height layer with the opacity mask driven by the same map, so the rim damage and the hole itself arrive together instead of being aligned by hand afterwards.

The ten seamless textures are for the other job entirely: a perforated grille, a corroded sheet, a floor that has rotted through across its whole span. Because they tile, you scale them to the surface rather than stamping copies and hiding the repeats.

The 16-bit depth is what makes the difference in this kind of alpha. An 8-bit hole map bands across the crater slope, and the banding survives into the normal map as visible rings; every map here keeps the full range, so the falloff from lip to floor stays smooth.

Every purchase includes free lifetime updates and a no-questions-asked 7 day money back guarantee.

Technical specification
Software
Substance Designer, Substance Painter, ZBrush
Files
7 files 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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