The Harvest - Materials Demo

World position procedurally moss generator. It can be used for moss, snow, sand, rust, dirt, etc. Multiple uses.

Full shader

Full shader

The moss mask is pretty simple! The Normal map is connected to the transform vector. This give the normal map info to the mask, so the mask uses the World Position, and mix it with the Cavities on your normal map, giving the next image results.

The moss mask is pretty simple! The Normal map is connected to the transform vector. This give the normal map info to the mask, so the mask uses the World Position, and mix it with the Cavities on your normal map, giving the next image results.

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