Hey people! First time posting here. Just wrapped up my ‘thesis’ piece at Gnomon School of Visual Effects! This environment took me about 5 weeks, based off of a concept from an unknown artist.
This project my goal was to see how far tileable textures and masking could take me. Over the whole of the project I developed a pretty extensive master material blueprint, implementing features as I needed them.
Currently my material supports:
Swapping of up to four different materials to blend together via Height maps.
Basic Texture adjustment settings (HSL, Contrast etc.)
Toggle world projection material on one or all materials
Global noise masking one or all materials
world projection masking of one or all materials
secondary normal map and AO using a secondary UV channel
Texture based masking using first or second UV channel
Toggleable water puddle material using all lower blended materials
The main challenge here was getting all types of material masking to blend with all other masks and features working.
I found this material to be very helpful in quickly breaking up repetitive tiling textures with minimal vertex painting.
I started in substance designer and made a few base materials to start blending and would start modelling where needed. Otherwise main props sculpted in zbrush, modeled in maya.
Features video:
View the full project breakdown Here: