![](images/Banner_Sub_Textures.jpg)
2019
![Far Cry 5: Roads](images/Banner_FC5-roads.jpg)
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
![Shingles](images/textures/RoughWoodShingles_A.jpg)
![Shingles](images/textures/RoughWoodShingles_B.jpg)
![Shingles](images/textures/RoughWoodShingles_C.jpg)
I chose to tone down the orange strips for better tiling.
![Breakdown](images/textures/RoughWoodShingles_Breakdown.jpg)
ii. SNOW
![Snow](images/textures/Snow_A.jpg)
![Snow Detail](images/textures/Snow_B.jpg)
iii. CRACKED ASPHALT
Created to match photo reference (shown below). This is week 6 of Polycount's Weekly Substance Challenge
![Cracked Asphalt](images/textures/CrackedAsphalt_A.jpg)
![Cracked Asphalt](images/textures/CrackedAsphalt_B.jpg)
iv. CLIFF
![](images/textures/Cliff.jpg)
![](images/textures/Cliff_Height.jpg)
v.
BOG
![Bog](images/textures/RockyMud_C.jpg)
![](images/textures/RockyMud_A_Height.jpg)
vi. LAVA
Variant states in Substance Designer
![](images/textures/CrustyLava_Cooling_Sequence.gif)
Shader in Unreal
![](images/textures/CrustyLava_Unreal.jpg)
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](images/theden/TheDen.jpg)
![Lamp](images/theden/TheDen_LampAndTextures.jpg)
ii. PINE FOREST FLOOR
![Forest Floor](images/textures/ForestFloor.jpg)
Heightmap-based texture blending in Unreal:
![Heightmap-based blending in Unreal](images/textures/ForestFloor_Unreal.jpg)
iii. ROUGH BLOCK WALL (Tudor Village)
![](images/textures/TudorVillage_Textures_StoneWall.jpg)
iv. MOSSY ROCK, IVY, & FIR BRANCHES (The Bath)
![](images/textures/TheBath_Textures.jpg)
III. nDO & SUBSTANCE DESIGNER
i. ACCESS TUNNEL & ROBOTIC LIFTER (Extraction)
![](images/textures/DanHaard_Extraction_Textures.jpg)
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All artwork on this page copyright Dan Haard |