Fenrir's Cavern - Material Breakdown

These materials were created for my Fenrir's Cavern environment during my mentorship with Gabriel Cervantes at Sierra Division Academy. For the materials, I created them using a blend of ZBrush sculpting and Substance Designer. I know my skillset is strongest in sculpting vs just making my materials completely in Designer, so I blended the two. I enjoy adding micro details to textures in Designer after inputting my sculpted information, and creating smaller assets in ZBrush that can be used as elements in my Designer graph.
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My favorite element that I created is the ouroboros. This is where I learned how to use splines to create cool details that I could change at any point. At first, I created the raven completely in Designer using splines. However, I ended up sculpting that element because I wanted more depth and control of exactly how I wanted it to look. It also just looked nicer. This part was the most fun to create for me.
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For the materials I set up in Unreal Engine, I wanted to ensure that my master materials were as organized as possible. Being organized helped me quickly find where certain things were, making it easier to make any adjustments to the master material in preparation for my material instances. I created parameters that help you control things like roughness values, color tints, changing colors, scaling UVs, adjusting blends, and so much more. It most especially helped me when my graphs started to become more complex, like adding an RGB Mask, baked normal information, multiple textures, vertex painting, and slope blur combinations.
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Sierra Division Academy:
https://www.artstation.com/sierradivisionacademy
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You can view the full environment here:
https://www.artstation.com/artwork/0lGbnY