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Mud

Mud material fully created in Substance Designer. The overall focus was on readability and in-engine usage. I feel pretty good about the material. When observing the reference, it was important to not add more details than what was need for the material to work. Ultimately this material would be used for a dirt, wet dirt, mud, and mud with puddles. This saved time in the overall texturing process.

Mud material fully created in Substance Designer.

Mud material fully created in Substance Designer.

Mud material used for a tropical scene. There needed to be lots of puddles and wet mud. Parameters were created to for adjustments in the game engine.

Mud material used for a tropical scene. There needed to be lots of puddles and wet mud. Parameters were created to for adjustments in the game engine.

The texture flats for the mud. The maps are roughness, base color, normal, and ambient occlusion from left to right.

The texture flats for the mud. The maps are roughness, base color, normal, and ambient occlusion from left to right.

This was my original shape of the mud. It is very simple, but does the job when viewing it from a distance. The main concern was readability from a distance.

This was my original shape of the mud. It is very simple, but does the job when viewing it from a distance. The main concern was readability from a distance.

The base color was weird creating. It needed more color variation because it was looking flat. I decided on a orange, blue gradient combo to give it a little flavor.

The base color was weird creating. It needed more color variation because it was looking flat. I decided on a orange, blue gradient combo to give it a little flavor.

Rock shapes created to give variation to the pattern. I used the same rock to create multiple variations.

Rock shapes created to give variation to the pattern. I used the same rock to create multiple variations.

While observing the reference, I noticed a lot of small twigs that would really add a lot of life to the material. The puddles were a grunge node with a mask and parameter set to it.

While observing the reference, I noticed a lot of small twigs that would really add a lot of life to the material. The puddles were a grunge node with a mask and parameter set to it.