SECOND SHADER PASSES
1/24/2025
1/24/2025
After the main materials for the hero assets and FX were made, I know started to work on the materials for the two environments.
Due to the snow storm, going in and checking the materials on the environment my teammate, Ben Mauney, kit-bashed, I was unable to go in and adjust those materials/work off of those preexisting ones to recreate new ones. My solution to this was to create materials based off the clay environments and make a list of materials that would suit both.
My team also received great critique from Yong Duk Jhun to swap which environment was getting transformed into the other. The round shape language of environment one is more suited to a more romantic and warm feeling, whereas environment two is more linear and cold. So the two should be swapped to further the themes we want to convey.
My materials that I plan on making for the arched environment are
cream/warm colored polished marble
cream warm colored marble tiles
This is my main reference for both the tile and marble
My materials that I plan on making for the more linear environment are
plain wall paint
polished concrete for the floors
This is the first pass of the polished concrete rendered in Unreal created in substance designer
This is the first pass of the marble rendered in Unreal.
I believe more variation is needed to truly match the reference and have more warm shades in dispersed. Having a couple variations within the room would help break up the monotony of only having marble in the room.
First pass of the paint rendered in Unreal created in substance sampler
Additionally, critique from mentor Billy Jang was given to soften up the lighting on the close up render of the bracelet to show off the geometry more and reduce the harsh contrast
Before
After
I achieved this softer lighting by reducing the metallic slightly which softened the contrast of the metal as well as increasing the lighting of the HDR as well.