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3DAT Shader/Material Work 2021 - 2023

Here are some samples of shader and material work I've done over the past 2 years for 3D Aim Trainer (Steam page: https://store.steampowered.com/app/1600530/3D_Aim_Trainer/ )
I've used almost exclusively procedural workflows to create materials, generating various masks and packed textures in Substance Designer and generating most of the actual PBR tile/trimsheets in Substance Painter baking from a base highpoly. I'm a big fan of this workflow because it allows me to revisit and update all of my materials with ease at almost any point, and to see my changes propagate all over the project instantly.

Sample of material variations using exposed shader properties

Sample of material variations using exposed shader properties

I used Amplify Shader Editor to set up our standard PBR shader

I used Amplify Shader Editor to set up our standard PBR shader

Blend shader using a heightmap to blend between 2 PBR materials without needing much source geometry

Cheap liquid shader with soft depth blending

Refracted glass shader with grime overlay layer

Glass building shader using emissive detail map and mask

Glass building shader using emissive detail map and mask

Example of leveraging shader functions in Amplify Shader Editor to add shader variants without any duplicate nodes

Example of leveraging shader functions in Amplify Shader Editor to add shader variants without any duplicate nodes

Forcefield shader with depth-test glowing effect

Forcefield shader with depth-test glowing effect

Sample of world materials in our library (not including color/parameter variations)

Sample of world materials in our library (not including color/parameter variations)