These materials have been made with the help of Substance Designer, UE4, and a little Photoshop.

Material ID Mapping

This is a material mapped on to a simple plane! This was an exercise in assigning certain materials to certain places depending on the masking layer. By using a color mask for every different material used, the ten layer blend function was amplified.

Substance Designer knot mask design
Black forest granite, Substance Designer
Gold made completely in UE4, using only one noise mask packed texture
Assign the material to the color desired and…
Voila! A single material that can easily be swapped as needed while still maintaining its individual calculations.

Rawhide Shade + Lacquered Wood

I experimented creating two materials to make a creepy lamp! With the help of Bump Offset, I achieved a “flickering bulb” feeling. Here’s a video to see the veins, differences in thickness of material, and the subtlety of the wireframe stretching the leather.

Depth Fade Water

Based off of the white-sand beaches and light water around my college, I wanted to experiment with shallow water and how the closer you are to it, the more translucent the water.

Pounamu Pendant, Bump Offset

A material study of New Zealand based nephrite. Initial textures were created in Substance Designer and enhanced in the UE4 Material Editor. Asset created in Zbrush and unwrapped in Maya. This particular material was a test to use Parallax Occlusion Mapping – POM for short- which takes a lot of processing power. For game optimization, this material should probably use Bump Offset unless it took up a higher screen monopoly.

I have done waaaaay more materials than the ones listed here, but most are in my games! Check out the individual write-ups for each of them!