Website powered by

Branching Sickness - Materials

Some material work that I did for Branching Sickness, a first person shooter, fan-made game, set in the Halo universe. I was responsible for establishing early material creation and implementation pipelines to accommodate the procedural nature of the game. The focus was to create elements that could be quickly manipulated by artists and reused, mainly for the open world and Flood tunnel sections of the game. The materials in this project were created and rendered by me with Substance Designer.

Black Sand

Black Sand

Adjusted version of the Volcanic Rock material using custom controls created with Substance Designer

Adjusted version of the Volcanic Rock material using custom controls created with Substance Designer

Volcanic Rock

Volcanic Rock

Swamp Grass

Swamp Grass

Flood Material #1

Flood Material #1

Granite

Granite

Pebbles

Pebbles

Forest Floor

Forest Floor

Flood Material #2

Flood Material #2

Flood Material #3

Flood Material #3

Example of triplanar mapped materials in engine with some simple custom controls that can be used to create major changes or minor adjustments. Objects shown with simple, complex, and no UV maps.

Example of triplanar mapped materials in engine with some simple custom controls that can be used to create major changes or minor adjustments. Objects shown with simple, complex, and no UV maps.

Example of triplanar mapped materials in engine with some simple custom controls that can be used to create major changes or minor adjustments. Objects shown with simple, complex, and no UV maps.

Example of triplanar mapped materials in engine with some simple custom controls that can be used to create major changes or minor adjustments. Objects shown with simple, complex, and no UV maps.

Simple control panel for this material

Simple control panel for this material