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Pathway - Blending Material Exploration | Substance Designer/UE5

For this Exploration I wanted to Challenge myself by making a Material that would fit a Top Down Perspective for an ARPG/CRPG type of game as showcased in the first BeautyShot.
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For this art piece I decided to time myself as accurately as possible by keeping a daily report and tally up the total time spent on it
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I hope everyone enjoys the post!
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Total Time spent on Material Creation : 22.5 hours
Texture are done and rendered in : 2K Resolution
Material/Texture done in : 100% Substance 3D Designer
Scene Rendered in : Unreal Engine 5

Target Render of how it would look like in a game

Target Render of how it would look like in a game

Close up shots of the blending

Close up shots of the blending

Close up shots of the Base

Close up shots of the Base

Close up shots of the 1st blend

Close up shots of the 1st blend

Close up shots of 2nd Blend (This was done to enhanced the Final Presentation for variation breakup)

Close up shots of 2nd Blend (This was done to enhanced the Final Presentation for variation breakup)

Simple Vertex Blending implemented for the Final BeautyShot presentation

I want to highlight that the Portal Node that has been implemented into Substance Designer is a god send for organizing and improving readability in the node graph and is highly recommended.

I want to highlight that the Portal Node that has been implemented into Substance Designer is a god send for organizing and improving readability in the node graph and is highly recommended.

During the Creation of the material it was important to me that it will work modularly and making checks it can work with different pattern without tweaking much of the settings if given to other people to use.

During the Creation of the material it was important to me that it will work modularly and making checks it can work with different pattern without tweaking much of the settings if given to other people to use.