2019
II: Personal texture work categorized by method
Quick Jump:
I. SUBSTANCE DESIGNER (Fully Procedural)
i. WORN SHINGLES (Pressure washing damage)
Created to match photo reference (shown below). This is week 7 of Polycount's Weekly Substance Challenge
I chose to tone down the orange strips for better tiling.
ii. SNOW
iii. CRACKED ASPHALT
Created to match photo reference (shown below). This is week 6 of Polycount's Weekly Substance Challenge
iv. CLIFF
v.
BOG
vi. LAVA
Variant states in Substance Designer
Shader in Unreal
Clips of Unreal lava in motion (water is placeholder and not mine)
The shader uses 2 emissive maps, 2 normal maps, and 2 RGBA maps with their individual channels used for albedo, roughness, and specular.
II. ZBRUSH & SUBSTANCE PAINTER
i. NEOCLASSICAL INTERIOR (The Den - WIP)
ii. PINE FOREST FLOOR
Heightmap-based texture blending in Unreal:
iii. ROUGH BLOCK WALL (Tudor Village)
iv. MOSSY ROCK, IVY, & FIR BRANCHES (The Bath)
III. nDO & SUBSTANCE DESIGNER
i. ACCESS TUNNEL & ROBOTIC LIFTER (Extraction)
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All artwork on this page copyright Dan Haard |