Dark Stone Material
Tiling Material + Shader in Unreal Engine

Tiling Material + Shader in Unreal Engine

Tiling Material + Shader in Unreal Engine

Tiling Material + Shader in Unreal Engine

Substance Designer Graph

Substance Designer Graph

zBrush Base Sculpt

zBrush Base Sculpt

Gaea Sim on Sculpt

Gaea Sim on Sculpt

Here is a showcase of several skills and software I've learned over the last few years put into demonstration for part of a project I'm leading. This is part of some look-dev exploration and setting the overall aesthetic, mood and style we are going after. I started with zBrush to define the overall balance and build up some interesting forms, creating naturalistic, low contrast surfaces. I knew I was going to run a sim on this, so the larger reads were what was important here. Next, I ran it through a few nodes in Gaea to get the level of detail and natural erosion I wanted for my material. And lastly, I wrapped it up with both cleaning it up and pushing the rock further in Substance Designer. Through releveling some areas, really building up several layers for a realistic albedo, and going back and forth between Designer and Unreal until I landed in a spot, I felt was capturing our vision.