My third and final portfolio piece was heavily focused on material and texture creation for games. The goal of this project was to delve deeply into realistic material and texture creation. I explored various alternatives in terms of my pipeline and general texture creation techniques, ultimately settling on a combination of different programs to create my materials.
I began by using a procedural brick generator in Substance Designer and stacked the bricks together using a tile sampler. To enhance realism, I imported the bricks into ZBrush to sculpt more realistic grout. Combining these elements, I then brought the baked height map back into Substance Designer and utilized an ID mask to separate and assign the brick and grout respective albedos, merging them together in the final stages.
To fully utilize my materials, I decided to incorporate them into an engine and create a small scene. I utilized supporting Megascans props to add storytelling elements around my materials.
I extend my gratitude to everyone who provided feedback during this journey, helping me to enhance my skills and elevate my work. A special thanks to my good friend, Victor Ek, for consistently providing feedback and supporting me throughout the process.