Josh Larsen
Environment Artist :: Digital Artist
Materials
Procedural material design has changed the way our industry creates its worlds. I love how powerful the new toolsets are and how easy it is to create great looking textures and materials that work in modern games.
I started working in the industry when everything was Diffuse/Normal/Specular and everything we made pretty much came out of Photoshop - this has evolved to the present PBR world where amazing materials are created from patterns and functions and where Albido/Roughness/Metalness/Normal/AO/Displacement are used to create ever more lifelike textures and materials. I am well versed in modern procedural material creation as well as real world capture techniques and texture creation methods.
This first material was my first attempt to recreate a pattern found on a real thing. I love how you can see the imperfections in the enamel and where the enamel is wearing away on the edges.
I recreated my phone and phone case through Substance Designer and a couple simple shapes
This material was really just a way to show off this massive polar bear shape graph (255 nodes!)
This material shows off some of the baking and masking available within Designer. I was able to reuse this setup to do other similar metal objects for this model set.
Combining several different materials together in one graph for this speaker material.
This graph has several different exposed paramaters that allow you to adjust number of needles, color and grime buildup.
This graph has several different exposed paramaters for adjusting the tiles and colors used in the tiles.