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Eve Vanguard Solstice - Materials

My Recent work on Eve Vanguard Solstice. My main responsibilities are Modelling, Materials, textures and set dressing the level. We use a combination of baked and live layer materials and each have there own workflows. The benefit of the Live layers allows us to reduce bespoke textures as swatches are layered on top of each other and shared throughout the level on multiple assets. The baked materials use a more traditional workflow utilising Virtual textures.

Art Directors
https://www.artstation.com/bencottage
https://www.artstation.com/theartfulldodger
Biome Team
https://www.artstation.com/livbutlerstroud
https://www.artstation.com/mattsouthall
https://www.artstation.com/stephenpietrusiak
Design
Tyler Lamon (Associate Level Designer)
https://www.artstation.com/tylerlamon
Wreckage Team
https://www.artstation.com/macer
https://www.artstation.com/daria_odnorogova
Concept Art
https://www.artstation.com/alihai
https://www.artstation.com/jon
https://www.artstation.com/biggz
Technical Art
https://www.artstation.com/hbjornsdottir
https://www.artstation.com/lukasboonen
https://www.artstation.com/peterskager
https://www.artstation.com/amrithaimmaneni
Prop Art
https://www.artstation.com/sofia_galanopoulou
Character Art
https://www.artstation.com/sheko
Lighting
https://www.artstation.com/zachhewett
VFX
https://www.artstation.com/kahll

Examples of some of the Beach rock Materials. The materials for these were created using Live layers in Unreal, the rock gradient allows the rock to be rotated and scale keeping Texel density and material orientation. Rock Sculpt Stephen Pietrusiak

Examples of some of the Beach rock Materials. The materials for these were created using Live layers in Unreal, the rock gradient allows the rock to be rotated and scale keeping Texel density and material orientation. Rock Sculpt Stephen Pietrusiak

Examples of some Rock assets, sculpted by Stephen Pietrusiak, I handled the materials we use a Height based world position Colour Curve which gives a different colour mapping for different parts of the island this helped us dress with less.

Examples of some Rock assets, sculpted by Stephen Pietrusiak, I handled the materials we use a Height based world position Colour Curve which gives a different colour mapping for different parts of the island this helped us dress with less.

Examples of some Rock assets, sculpted by Stephen Pietrusiak, I handled the materials we use a Height based world position Colour Curve which gives a different colour mapping for different parts of the island this helped us dress with less.

Examples of some Rock assets, sculpted by Stephen Pietrusiak, I handled the materials we use a Height based world position Colour Curve which gives a different colour mapping for different parts of the island this helped us dress with less.

Examples of some of the Cliff Materials. The materials for these were created using Live layers in Unreal, the rock gradient allows the rock to be rotated and scale keeping Texel density and material orientation.

Examples of some of the Cliff Materials. The materials for these were created using Live layers in Unreal, the rock gradient allows the rock to be rotated and scale keeping Texel density and material orientation.

Oil material I made in Substance designer.

Oil material I made in Substance designer.

Oil variation material I made in Substance designer.

Oil variation material I made in Substance designer.

Tree Sculpt done by Olivia Butler-Stroud. Materials were created by myself, The tree use our live layers set up using Id textures.

Tree Sculpt done by Olivia Butler-Stroud. Materials were created by myself, The tree use our live layers set up using Id textures.

Tree Sculpt done by Olivia Butler-Stroud. Moss variation Materials were created by myself, The tree use our live layers set up using Id textures.

Tree Sculpt done by Olivia Butler-Stroud. Moss variation Materials were created by myself, The tree use our live layers set up using Id textures.