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Layered Materials- Vertex Paint and Height Blends

This material set is an exercise in interpolate based materials.
Beginning with a simple sci-fi panel material using tessellation to create height, moving on to a harsher height-blend between the panels and lichen. The lichen material is applied using vertex paint and an edge mask to maintain a clear border. Using the height blend, the lichen is applied first to the deeper recesses of the panels and then built up to the higher areas.
I also created a soft blend between the panel material and a simple rust material, which I then incorporated into a three-way blend between the panel, lichen, and rust all together.
All textures for these materials were made in Substance Designer, and the materials were made in and for Unreal Engine 4.
All images rendered in real time in Unreal Engine 4.

Base sci-fi crated panel material with tessellation.

Base sci-fi crated panel material with tessellation.

Panel material blended with secondary lichen material using an edge mask and height blend. Blend between the two achieved through vertex paint.

Panel material blended with secondary lichen material using an edge mask and height blend. Blend between the two achieved through vertex paint.

Panel material "soft blend" vertex-painted with simple rust material.

Panel material "soft blend" vertex-painted with simple rust material.

Three-way blend between the panels, lichen, and rust materials using vertex paint.

Three-way blend between the panels, lichen, and rust materials using vertex paint.

Detail shot of panel material.

Detail shot of panel material.

Detail shot of lichen material.

Detail shot of lichen material.

Detail shot of rust material.

Detail shot of rust material.

Detail shot of three-way blend.

Detail shot of three-way blend.

Breakdown of panels and lichen blended material.

Breakdown of panels and lichen blended material.

Base color, roughness, normal, and ambient occlusion breakdown for lichen.

Base color, roughness, normal, and ambient occlusion breakdown for lichen.

Substance graph for lichen textures.

Substance graph for lichen textures.

Base color, roughness, normal, and height breakdown for panels.

Base color, roughness, normal, and height breakdown for panels.

Substance graph for panel textures.

Substance graph for panel textures.