Materials

I made an office in UE4 to test the sub. designer materials I'm working on:

tiled floor:

ceiling tiles w emissive channel

 

I made a few quick office props and played w lighting, and ended up making a big hole in the corner.

 

 

Added some coffee stain decals to the floor

 

 

Some material workflow experiments using a mixture of Maya/Mudbox, rendered in Marmoset:

High poly source mesh in Maya:

 

High poly source mesh in Maya:

 

 


 

Using a tiling plane in Mudbox to sculpt a high-poly source:


 

 

From my crab guys experiment, here's a bit more detail of the terrain material set-up.The terrain is an imported mesh from Maya, I'm using a 4 material PBR blend created with the Amplify shader editor.

I use the RGB texture (below) to hold the masks between the 4 layers.

Here's my work flow on 3 ground materials, the base meshes I start with (top), and the high-poly imported back from mudbox (bottom), ready for baking to textures in Maya.


 

I started experimenting with making custom alphas/tools in Sub. Painter (alien snot!):


This time I did a quick mudbox sculpt and I learned how to add an emissive slot:

 

Lately I've been playing around with Substance Designer

And importing the results to an Unreal terrain material

 

more playing around with Sub. Designer (rendered w Marmoset Toolbag):

 

 

 

 

 

 

 

Copyright 2024 Alex Munn