Thanks for checking out my page! I'm Guzmán (AKA gatosguz), an aspiring graphic designer and UEFN mapmaker, I've been using Creative ever since it released back in 2018 as a hobby, but with so many hours poured into it I've recently chosen to start taking commissions. I'm most passionate about materials as you'll be able to see with the images below!
You can see more HERE.
This material was made using Fortnite assets and its base is the Chapter 3 Landscape material, I heavily modified it to make it closer to Chapter 2's landscape material and also to optimize it for mobile / lower end platforms.
Vertex paint!
Fake RVT using distance fields! Could also be replaced with a heightmap.
Speedy Edits 2 Deluxe is a mini Battle Royale experience based on an older map of mine, I had the challenge of adapting these old ideas and concepts into modern-day levels and points of interests. The map features many things, such as a custom win screen, custom weapons (publicly available here!), truly randomized lootpools across different rounds, varied thematic POIs and landmarks, and custom UI graphics for different scenarios!
A simple water material I made! The main thing I wanted was to keep it close to how Fortnite's water used to look early on, and also adding in baked foam instead of using distance fields to allow it to look the same / very similar on different platforms or quality settings.
An issue when making fake RVT is the usage of DistanceToNearestSurface, which makes whatever object the material is applied to react to other objects we don't want to blend in with, like trees (check out the video above!). So instead of using DTNS, we project a heightmap of the current landscape and use that to blend the landscape and our object! This is also way better for other scenarios such as players on DirectX12, where using DTNS isn't viable for some issues caused by low settings profiles.
I made these clouds using Fortnite's directly as reference, they're pretty much just a simplified version that is meant to overlayed onto the available TODMs in UEFN.
I had an issue where I didn't want to use vertex paint for painting on meshes since I personally don't find it very convenient, so I came up with a system where I can paint using a texture, which is projected onto the world and used by the material to determine which paints go where.
More work of mine!