Here are some clear sphere renders of some of the materials that I made for the Catacomb Corridor scene: https://www.artstation.com/artwork/xzbymX
I should mention that this is not 100% done in Substance Desginer: The skulls and bones are baked from the hi-poly sculpts I made for the skeletons in the scene. So I baked those models into an atlas, and created some ad-hoc nodes to extract each separate skull and bone so I could use their height maps in my graphs. I also included the skeleton I use in the scene, which is procedural textured in Substance Designer, except for the baked map inputs. But everything else is made completely and 100% in Substance Designer.
Check my Polycount WiP thread if you want to see some of my process: https://polycount.com/discussion/211392/wip-catacombs-corridor