World position procedurally moss generator. It can be used for moss, snow, sand, rust, dirt, etc. Multiple uses.
Here we have a Vertex Paint with height blend based material, and another one with the possibility to paint a puddle on top of it. The last one it's a basic Vertex Paint.
A few character materials, with frosted glass options, and SSS too. At this one, you can do almost anything you want for a huge variety of Heroes.
Here's a inside presentation for how asset optimization where supposed to look like. This ship was a huge asset, with a huge amount of shaders and polygons. It ended up with only 3 materials, and 44k tris.
A black hole style material.
Glass materials with different optmization settings.
I've worked at Falco's The Harvest for a few months has a Tech Artist. Unfortunately my contract on the project was cancelled, but I loved the project1 I've learned a lot from it, and was able to became even more familiar with Unreal Engine 5. It was the first time I was able to join at a project from the very begining, so I could take care and be part of every little detail on the planing.
At this project, I was responsible for creating a working structure inside and outside unreal, create all the materials, optimize all game assets and textures.
Hope you guys like it :D