These procedural PBR materials have been developed for a project I am currently working on as a freelancer. The textures have been used in Unreal Engine to texture environment and props of a game project I am currently working on.

  • Project: unannounced
  • Software used: Substance Designer 5 and Unreal Engine.
  • Year: 2015/2016
  • Each material have been created in Substance Designer using the endless library of nodes, generators and filters that the Allegorithmic software has to offer .
  • Each materials use to have the following outputs: ALBEDO, NORMAL, ROUGHNESS and METALLIC. In some cases I also used the SPECULAR output (when I wanted to neutralize the light information in particular areas, like micro-holes or deep cracks).
  • Once each material was completed I exported the textures (512×512 size) and I imported in Unreal Engine for tuning (where I created a custom master material that allows me to tune Roughness, Metallic, Normal Intensity among other things).
  • Tipically ROUGHNESS (Red Channel), METALLIC (Green Channel) and SPECULAR (BLUE Channel) ends up together in the RGB channels of a utility texture. The ALPHA channel of this texture is usually used to the Instance Color texture (in case we want to color specific parts of the texture).
  • The textures have been used in Unreal Engine to texture Environment components and props.

Below you can find the following content:

  • Two screenshot for each material taken in Substance Designer 3D view;
  • The textures exported from Substance Designer for each material: tipically ALBEDO, NORMAL, ROUGHNESS and in some cases SPECULAR and METALLIC. Each texture is 512×512 big.
  • Several images showing some of the Unreal Engine Master Materials I created and some examples of the Instanced Material created using them. Each image has a brief explanation about how each material works (and its parameters).
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Project info

These procedural PBR materials have been developed for a project I am currently working on as a freelancer. The textures have been used in Unreal Engine to texture environment and props of a game project I am currently working on.

  • Project: unannounced
  • Software used: Substance Designer 5 and Unreal Engine.
  • Year: 2015/2016
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Work done
  • Each material have been created in Substance Designer using the endless library of nodes, generators and filters that the Allegorithmic software has to offer .
  • Each materials use to have the following outputs: ALBEDO, NORMAL, ROUGHNESS and METALLIC. In some cases I also used the SPECULAR output (when I wanted to neutralize the light information in particular areas, like micro-holes or deep cracks).
  • Once each material was completed I exported the textures (512×512 size) and I imported in Unreal Engine for tuning (where I created a custom master material that allows me to tune Roughness, Metallic, Normal Intensity among other things).
  • Tipically ROUGHNESS (Red Channel), METALLIC (Green Channel) and SPECULAR (BLUE Channel) ends up together in the RGB channels of a utility texture. The ALPHA channel of this texture is usually used to the Instance Color texture (in case we want to color specific parts of the texture).
  • The textures have been used in Unreal Engine to texture Environment components and props.
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Content shown below

Below you can find the following content:

  • Two screenshot for each material taken in Substance Designer 3D view;
  • The textures exported from Substance Designer for each material: tipically ALBEDO, NORMAL, ROUGHNESS and in some cases SPECULAR and METALLIC. Each texture is 512×512 big.
  • Several images showing some of the Unreal Engine Master Materials I created and some examples of the Instanced Material created using them. Each image has a brief explanation about how each material works (and its parameters).
SUBSTANCE DESIGNER 3D VIEW RENDERS
TEXTURES
UNREAL ENGINE MATERIALS

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