Real-time Materials and Textures

This page showcases the results of creating seamless photorealistic materials and textures in Substance and Unreal Engine 4. We were tasked to make a "new/clean" version of the materials in Substance Designer first, and then paint the grunge and dirt in Substance Painter for a final "old/used" look. For more visual interests, I decided to make a front porch scene that contains both manufactured and organic objects.

Final Renders

Responsible for all aspects except for modeling

Software: Maya, Substance Designer, Substance Painter, Unreal Engine 4

Stage 1

This project was broken down into three production stages. I started with building 3 main manufactured materials in Substance Designer. Later on I brought them in Unreal and set up shaders and basic HDRI lighting. Below are the renders and breakdown.

Materials
Breakdown_Concrete.jpg
Breakdown_Bricks.jpg
Breakdown_Iron.jpg
Substance Designer Graph
Concrete Substance Designer Graph
0927_bricks2_graph.PNG
0927_metal_graph.PNG
Stage 2

The second stage was to create all other manufactured materials in Substance Designer, and then brought them into Substance Painter to paint more variations and details, and also the aging of the materials. Below shows the networks of each material (new version).

Materials
Substance Designer Graph
clay.png
Clay / Ceramic
flowerpot.PNG
doorknob.png
doornob.PNG
Cracked marble
floortile.png
Floor tiles
floortiles.PNG
marble.png
Marble
marble.PNG
finewood.png
Fine wood
wooddoor.PNG
doormat2.png
Shag rug
doormat.PNG
Stage 3

The last stage was to create all organic materials for our vegetables and plants. Here are the substance graph (new version).

Materials
leaf2_2.png
Substance Designer Graph
leaf1.png
Leaf1
leaf1.png
leaf2.png
Leaf2
pumpkin1.png
Orange pumpkin skin
pumpkin2.png
White pumpkin skin
pinecone.png
pumpkin1.png
pumpkin2.png
pinecone.png
Fresh pinecone
pumpkin_bar.png
pumpkinbar.png
Pumpkin bar