Uncharted The Lost Legacy : Materials

Full Procedural

Full Procedural

Full Procedural

Full Procedural

Height information from older cliff wall I did a long time ago and brought back to life with Substance Designer with additive height detail and brand new color and now PBR ready.

Height information from older cliff wall I did a long time ago and brought back to life with Substance Designer with additive height detail and brand new color and now PBR ready.

Shameful Moss grab from online photosource mixed with several mosses and sent into bit2map to get height and normal info and modified in Designer later. Worked well in level blends. Tate loved and hated it at the same time once he knew how it was made :)

Shameful Moss grab from online photosource mixed with several mosses and sent into bit2map to get height and normal info and modified in Designer later. Worked well in level blends. Tate loved and hated it at the same time once he knew how it was made :)

Modeled and photo source combo all other passes in Designer.

Modeled and photo source combo all other passes in Designer.

Full Procedural

Full Procedural

Full Procedural

Full Procedural

Full Procedural

Full Procedural

Height information made into several clump stamps and combined randomly together to make a better tile variant of the height information through the strength of designer.

Height information made into several clump stamps and combined randomly together to make a better tile variant of the height information through the strength of designer.

Height information made into several clump stamps and combined randomly together to make a better tile variant of the height information through the strength of designer.

Height information made into several clump stamps and combined randomly together to make a better tile variant of the height information through the strength of designer.

Height information made into several clump stamps and combined randomly together to make a better tile variant of the height information through the strength of designer.

Height information made into several clump stamps and combined randomly together to make a better tile variant of the height information through the strength of designer.

Old concrete reworked in designer.

Old concrete reworked in designer.

Zbrush and Designer

Zbrush and Designer

Rework of older bricks from team made a new with procedural methods through designer.

Rework of older bricks from team made a new with procedural methods through designer.

Rework of older bricks from team made a new with procedural methods through designer.

Rework of older bricks from team made a new with procedural methods through designer.

Rework of older bricks from team made a new with procedural methods through designer.

Rework of older bricks from team made a new with procedural methods through designer.

Found some height info for broken concrete gun shots from FX team and brought into designer to make my own walls gun shot blend to procedural randomize in designer.

Found some height info for broken concrete gun shots from FX team and brought into designer to make my own walls gun shot blend to procedural randomize in designer.

Rework of older bricks from team made a new with procedural methods through designer.

Rework of older bricks from team made a new with procedural methods through designer.

Height raw data and all passes created in Designer

Height raw data and all passes created in Designer

Height raw data and all passes created in Designer.  Heavy break up and cracking procedural done.

Height raw data and all passes created in Designer. Heavy break up and cracking procedural done.

These are some of the materials used for The lost Legacy. This time around I went with a more hybrid approach. Many of these textures are combined with many asset mixing. For example using photo taken layers for creating color maps while keeping the texture procedural also. Some textures even grab directly from photogrammetry height information that was modified or added upon in substance designer a good example of this is the asphalt which I grabbed the mostly clean version of it and did all the passes using the height information. Once I had the flat version I did the broken up version with the cracks and buckling through procedural methods so in this sense I am using the best of both or multiple worlds to create one final texture. It was an interesting experiment and one I will keep on using in some way in the future. All textures were processed and finished in Substance Designer.

Date
August 31, 2017