Mayterials 2023

Part of my participation in the Mayterials art challenge hosted by TheClubDiscord and NVIDIAStudio.
I used this challenge as an opportunity to relearn Substance Designer and practice making materials that were both stylish and usable in an environment. This resulted in more structural materials (Walls, floors, and roofs) that were also constructed with more procedural methods to allow for more variety and control.

Event Coordinators:
https://twitter.com/TheClubDiscord
https://twitter.com/NVIDIAStudio

Prompt #09: Layered | Clay_Roof_Tiles

Material | Albedo/Normal/Metal/Rough/AO/Height

Material | Albedo/Normal/Metal/Rough/AO/Height

My goal was to make this fully procedural so that I could have not just random colors but also allow random tiles to have a "burnt" end regardless of their color

My goal was to make this fully procedural so that I could have not just random colors but also allow random tiles to have a "burnt" end regardless of their color

Prompt #10: Cursed
| Hieroglyphic_Wall

Material | Albedo/Normal/Metal/Rough/AO/Height

Material | Albedo/Normal/Metal/Rough/AO/Height

Being fully procedural, the damage can be adjusted but you can also change any hieroglyph and have the pattern update with no overlapping or out of place shapes.

Being fully procedural, the damage can be adjusted but you can also change any hieroglyph and have the pattern update with no overlapping or out of place shapes.

Prompt #11: Sigil | Sigilyph_Ruins

Material | Albedo/Normal/Metal/Rough/AO/Height

Material | Albedo/Normal/Metal/Rough/AO/Height

Prompt #12: Perilous | Poisonous_Swamp

Material | Albedo/Normal/Metal/Rough/AO/Height

Material | Albedo/Normal/Metal/Rough/AO/Height

Prompt #13: Inspired | Plaster_Brick

Material | Albedo/Normal/Metal/Rough/AO/Height

Material | Albedo/Normal/Metal/Rough/AO/Height

Inspired by Jared Sobotta's material breakdowns, I focused on making a multilayered material that built off of base brick and plaster damage patterns. Which allows for updates and adjustments without breaking the material.

Inspired by Jared Sobotta's material breakdowns, I focused on making a multilayered material that built off of base brick and plaster damage patterns. Which allows for updates and adjustments without breaking the material.

Prompt #14: Vintage | Cask_Rack

Material | Albedo/Normal/Metal/Rough/AO/Height

Material | Albedo/Normal/Metal/Rough/AO/Height

Despite the sharp height difference, I was able to add fine details to the sides of the barrels. Such as wood grain, damage, and metal bands to hold the wood.

Despite the sharp height difference, I was able to add fine details to the sides of the barrels. Such as wood grain, damage, and metal bands to hold the wood.

Prompt #15: Celestial | Moon_Mandala

Material | Albedo/Normal/Metal/Rough/AO/Height

Material | Albedo/Normal/Metal/Rough/AO/Height