PBR Procedural Material Study of Rocky Dirt Base. I wanted to create a base dirt for an series of ground materials, this is intended to be the base for the set. Created in Substance Designer, rendered in Marmoset Toolbag3.
PBR Procedural Material Study of Red Cedar Bark. I started this one a while back, finally got around to getting it to a good spot. Created in entirely in Substance Designer, rendered in Marmoset Toolbag3.
PBR Procedural Material Study of a mossy rock wall. Created in Substance Designer, with some ZBrush support for the foliage bits.
| Stone Toro | This is an old stone lantern that I created for a scene I’ve been working on. Zbrush base sculpt, Marmoset bake, materials made in Substance Designer and then applied in Substance Painter. Moss was created in ZBrush’s nanomesh to place tufts and small plants. Final renders in Marmoset.
Big Flat Rock Study Variations – Substance Designer
Substance Designer work, some large detailed lichen. Coverage amount is mask based and easily adjustable to allow for quick variations.
Modular hallway kit, Dark Zone North As Lead Level Artist, I worked with the Lead Designer to set gameplay requirements, build blocking volumes, and iterated on layouts before base propping. The Level Art team used this direction to construct the majority of connecting hallways in the North end of the Dark Zone. Lighting: Mark Ishak
Substance designer practice.
Below are screenshots showing quarantined alleys in the Dark Zone that I helped to create and implement. As Lead Level Artist, I worked with the Art Director to develop high impact visuals to communicate game play intentions, while adhering to the visual theme designed for the Dark Zone.
A flight seat based off of early Alien concept work that I always wanted to build. Most of the modeling was done in Zbrush with zmodeler, substance painter for the textures.