Null Directive is a work in progress, as my senior project. I'm playing the role as lead tech/enviro artist. My goal for this project is to create tools in engine and to be as modular and optimized as possible. I wanted to limit the amount of drawcalls, and create a mesh production pipeline in which materials can easily be applied in engine and reused.
My job is creating the majority of the environment and all of its required effects. I have modeled all of the architecture to be modular and easily snap together for endless combinations
Right now it's about 75% done, but I'll upload an awesome gameplay trailer next week!
The beginning room in the game. Will have more visually in the next update. As all of the modeled architecture is modular, it is set to snap in powers of 10, so that designers can quickly build rooms with ease. Any details in patterns on the walls are baked in Substance Painter.
Later, they feature a material for masking edge-wear that is explained further in this gallery.
This is an animated hologram material I made, with multiple exposed parameters to be able to swap out the contents to vary each hologram. Lines move across the screen and imitate flickering like many sci-fi holograms.
My next case is to make a particle underneath to simulate the hologram being projected.
These are all of the exposed parameters for the designers to be able to customize each hologram. I've packed unique hologram designs in each channel, and allow designers to be able to choose which design based on which RGB channel they select to display the hologram type.
Below are some of the animated materials I made, with their exposed parameters:
The material above is used to show the player which items are interactive. I've exposed parameters so that different textures can be placed for each unique item without having to create another drawcall in shader reference.
I made a painted glossy material for the clean room of the game. I created unique normals using the Quixel suite and Substance Designer to add some noise and realism to the paint. The next stage for me, is creating decals to create multiple blueprint variants of the room walls, as well as using the heightmap for the walls to create a material function to add grunge in the abandoned and worn sections of the game.
The next update will show the decals and grunge added to showcase the function and it's masking! In short, I've used the height and curvature maps from Substance to get a quick mask, and packed them in separate Red and Green channels to optimize textures. For now, here it is set up, as it currently works:
For lights, I've packed three separate designs into each channel. These are used as decals around the room, and can allow designers to choose any color they'd like, just like with the holograms, I've exposed parameters to allow a choice between which channel to choose between designs.
Below are the parent class shaders I set up for the game for the various architecture set in the room. I think I'm pretty satisfied with the refraction.
Underneath the parent is a similar glass shader which will be used in a material function to simulate frost creeping up the edges of the cryo-chambers.
A close up of the pressed steel material I made for metals in the game. I created the texture map in Substance Designer. This metal is used all over the game, with different shades, to keep the artstyle consistent.
I will showcase all meshes I've modeled with their respective materials applied when the game trailer is released!