Technical Artist & Game Designer
For this substance, I tried to recreate worn-out ornamental wood.
There's some chipped varnish, as well accumulated dust, which has been cleansed in some areas, by the occasional finger touching the patterns.
This is a disco floor substance. It has some neat details, like light leaking into turned-off panels, or how it fakes a double surface, by having a heighmap for parallax, while still keeping a flat normal for the glass on top.
This substance simulates the small details of paint on concrete, like the imperfect brush strokes, the dripping in complex areas, the paint filling the pores of the concrete and creating a smoother/blurrier normal...
A treasure substance. It's easily customizable, so I made it out of Oreos.
I was trying to figure out how to do complex cane webbing patterns, and I came up with a simple method, involving just gradient mapping and circular splattering.
A study on chipped varnish.
Concrete pavement, with focus on how water and vegetation accumulate on its gaps and pores.
This custom node takes a "path mask" and a "starting point mask", and returns a grayscale gradient filling the path. It is useful for animating effects with complex directionality.