Rusty Lantern – Substance Designer

I haven’t modelled or textured anything in a while (longer than I’d like) so this was a test to familiarise myself with Substance Designer as well as to get into the swing of modelling/texturing again. Overall it was great fun to work on, and I’ve learnt a lot about Substance Designer in the process, and it was interesting texturing something without using Photoshop for once.

Here’s a final shot:


Resident Evil Hall – UE4

This small unfinished project is based off Resident Evil Remake on Gamecube, a recreation of the room where you first encounter a zombie. Its still ongoing and I’m having a fantastic time working on it!

Also, the zombie is the Gamecube model which I posed and imported into UE4

ResiHall001 ResiHall002 ResiHall003 ResiHall004 ResiHall005

Procedural Dust – 3DS Max

I decided to work on creating procedural dust within 3DS Max one weekend.  Here’s what I managed to come up with.

ProceduralDust007 ProceduralDust006

Here is also a shader breakdown within the Slate editor in 3DS Max.


For the dust particles on top of the mesh, I baked the shader’s Z-Up falloff mask to the meshes vertex colours and applied a VRay Fur modifier to the meshes, with the density map controlled by the vertex colour information. The VRay Fur mesh and vertex colours can be seen here.


Cracked/Peeling Plaster Test – UE4

Yet another weekend crack test! This one is done in Unreal Engine 4. The different dirt maps and the cracks are controlled via vertex colour channels.



RealFlow Miniature Rain Test – RealFlow & 3DS Max

This is my first rendered test with RealFlow. The small drops bouncing around are wrong I know, alas I let my excitement get the better of me and rendered the scene anyway without correcting the simulation. The tall cone is much stickier and rougher than the short cone, you can see how the water reacts differently by sticking to the tall cone and running off the short cone. Both cones have subsurface scattering applied as I wanted to see how it would affect how light bounces around the drop, so I could simulate drops on someone’s face for example.

Peeling Wallpaper Test – CryEngine

Peeling wallpaper has always fascinated me. One weekend I was determined to find a quick and easy way of creating a peeled effect as a hi poly mesh without hand modelling it. I decided to try out some tests with 3DS Max’s cloth simulation, and see what kind of results I could get. Here are 3 different variations I ended up with at the end of the weekend. All of which are shaders in CryEngine with Parallax Occlusion Mapping.



Upon reflection, the texture treatment and emphasis on AO and cavity dirt is way too strong!

Here is the mesh for one of the variations in 3DS Max.


And the maps.


Cinderblock Crack Test – UE4

One weekend I decided to mess around with creating a crack vertex controlled shader for a cinderblock wall. This was meant to be a remake of a Half-Life 2 room near the very beginning of the game just after you meet Barney, but this is all that came of it.

WallCracks001 WallCracks002 WallCracks003 WallCracks004