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PBR - Textures, Materials & Shaders

Working with PBR packages such as Substance Painter, Substance Designer, Substance Sampler and Substance Stager. Creating textures for shader states to be triggered in custom nodes (editor/shader graph) for object-oriented programming. Shader FX pipelines includes occasional integration with VFX graph or Niagra to produce rich results for the user experience.

01

Ice - Refrozen Snow Mix

This seamless texture, created in Substance Designer, was intended for a snow-bank in a winter scene. As one of three high quality textures created for Unreal Engine's material blend nodes (editor) --meant for blending on environment surface painting. Here, the ice is made with opacity, height and metallic information enhanced for better translucency and Sub-Surface Scattering (SSS).

Objective: Blend with snow and frozen lake for environment design in Unreal Engine.

IceGraph.png
IceTextureRender_edited.png

02

Old Bricks - Substance Designer

This seamless texture, created in Substance Designer, was intended for an alley in the city.  As one of three high quality textures created for Unreal Engine's material blend nodes (editor) --meant for blending on environment surface painting. Here, the Brick is enhanced for better translucency and Sub-Surface Scattering (SSS).

Objective: Iterate on old bricks with exposed inputs for variants of damage; larger cracks, chips, scrapes.
To do: Add exposed inputs (boolean) to toggle new brick look vs old brick look, wet vs dry.
Prototype: Graffiti variants and configure an exposed parameter for smart material for decal inserts.

REF: Substance Designer Learning

Bricks_SubstanceDesigner.png
BricksGraph.png

03

Study Pending

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WIP_ICON.png
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