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Back4Blood Materials

This is a sampling of some Material/Texture work I did on Back4Blood. Im so proud to have been part of this project and grateful to have worked with all the talented developers at TurtleRock Studios!

I don't find many people who use the particle brushes in Painter, but for tiling textures they work really well! In this example i used them to create a leak mask that i then used for the albedo and roughness textures.

In the roughness map you can clearly see the leaks generated by the FX brushes which I then processed with some filters.

In the roughness map you can clearly see the leaks generated by the FX brushes which I then processed with some filters.

This is a modular decal set created to augment our material blending. On the left hand side you can see that we baked a corner into some of the decals for those ...... edge cases lol

This is a modular decal set created to augment our material blending. On the left hand side you can see that we baked a corner into some of the decals for those ...... edge cases lol

Here you can see the way the mask would work and the Geometry wireframe.

Here you can see the way the mask would work and the Geometry wireframe.

This is the Brick Trimsheet that we used throughout the game.

This is the Brick Trimsheet that we used throughout the game.

This page breaks down how I setup this trimsheet. Instead of baking to a flat plane, I wrapped the Lo-Poly at certain points to get corner bevels baked into it. Wherever there is a color change, there is a baked Corner bevel.

This page breaks down how I setup this trimsheet. Instead of baking to a flat plane, I wrapped the Lo-Poly at certain points to get corner bevels baked into it. Wherever there is a color change, there is a baked Corner bevel.

Here are a few examples of the Trim being applied to basically cubes. It creates a convincing effect with many options.

Here are a few examples of the Trim being applied to basically cubes. It creates a convincing effect with many options.