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2019
Far Cry 5: Roads


II: Personal texture work categorized by method


Quick Jump:

 
Worn Shingles
Snow
Cracked Asphalt
Cliff
Bog
Lava
 
Neoclassical Interior
Pine Forest Floor
Rough Block Wall
Mossy Rock, Ivy, & Fir Branches
 
 
Access Tunnel & Robotic Lifter


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

Shingles

Shingles

Shingles


I chose to tone down the orange strips for better tiling.

Breakdown


ii. SNOW

Snow

Snow Detail



iii. CRACKED ASPHALT
Created to match photo reference (shown below). This is week 6 of Polycount's Weekly Substance Challenge

Cracked Asphalt

Cracked Asphalt

Breakdown


iv. CLIFF







v. BOG

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)

The Den

Lamp

ii. PINE FOREST FLOOR

Forest Floor


Heightmap-based texture blending in Unreal:


Heightmap-based 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