Wanted to challenge myself to create some 'dungeon-esque' stone floor tiles entirely using Substance Designer. Made over a couple of nights in my spare time.
This was a really fun challenge to think about how to create tiles in a way that allows for a lot of variation. You can change the input map which is just basic shapes with gradients to basically create as many variations as you like. There is a bit of work required to set up the initial shapes (Unfortunately SD doesn't not yet have an 'intelligent' random tile placement node), but everything afterwards is completely procedural.
Process in SD: Initial layout -> Large edge rounding -> Small edge chipping -> Surface detail -> 'Lichen' variation -> Random grungy scuffs -> Dirt layer on top, starting in lowest areas and gradually building up.
This method is still much faster than sculpting in Zbrush and manually placing tiles. Happy to provide more information on the process if people would like.