shaders

substance designer shader ball gallery

organic Materials

Inorganic Materials

Viking house materials

Stylized Creek materials


Substance Designer Materials, altered in painter


Houdini Vex coded materials

cloth Parameters

Adjustable parameters coded in to allow for dynamic adjustments of the material.

Dithered gingham

I made sure to create the lighter squares realistically, cross weaving the original dark color with white instead of just coloring the whole square solidly with an in-between color.

custom coded wood and metal materials


Real-time materials made in Unreal Engine

The soul gate has multiple modes, inactive/active, and open/closed, both drivable in real time through a single value.

Reactive Grass: Grass sways out of the way of objects, including the player and their spells.


Fish Parameters

The fish motion is driven through a sine wave smoothly pushing its vertices, allowing procedural motion without any skeletal mesh.

Lilypad Parameters

This material drives the movement of the lilypads, rotating and moving them back and forth with per instance randomness to make them look natural.


mESH BLENDING

For ground mesh that needed to blend in with the landscape material, I applied flat normals and world aligned materials so both the lighting and texture would always match the surrounding mesh.

River Materials

This river has wobbly UV distorted caustics, ripples along the shore, and color change based on depth. The stream lines are an opacity masked material attached to the main water  on a separate plane to more easily match the river direction.


ocean textures

I made these textures in substance designer and brought them into Unreal Engine to make the Ocean Material. The maps work together to fake depth through color and height, and match up seafoam to the caps of the height waves. Since it doesn't require transparency, it's quite cheap for a detailed water material.