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TILING BRICK TEXTURE - PHYSICALLY BASED RENDERING
Sculpted in Height Map in ZBRUSH
Textured in Substance Designer
*Metallic Value - Greyscale Node - Black in Game Engine


TILING CONCRETE ROUGH TEXTURE - PHYSICALLY BASED RENDERING
Sculpted in Height Map in ZBRUSH
Textured in Substance Designer
*Metallic Value - Greyscale Node - Black in Game Engine

TILING ROCK JAGGED TEXTURE - PHYSICALLY BASED RENDERING
Sculpted in Height Map in ZBRUSH
Textured in Substance Designer
*Metallic Value - Greyscale Node - Black in Game Engine


TILING METAL TREAD PLATE TEXTURE - PHYSICALLY BASED RENDERING
Sculpted in Height Map in ZBRUSH
Textured in Substance Designer
*Metallic Value - Greyscale Node - Black in Game Engine


TILING PAVING SLABS TEXTURE - PHYSICALLY BASED RENDERING
Sculpted in Height Map in ZBRUSH
Textured in Substance Designer
*Metallic Value - Greyscale Node - Black in Game Engine

TILING LARGE WALL BLOCKS TEXTURE - PHYSICALLY BASED RENDERING
Sculpted in Height Map in ZBRUSH
Textured in Substance Designer
*Metallic Value - Greyscale Node - Black in Game Engine
TEXTURE EXAMPLES PBR & PREVIOUS GEN SHADER
Personal Project - Texture Examples Using PBR & Previous Generation Lighting Shader's - Various Surfaces
Applications - Maya - ZBrush - Photoshop - Substance Designer - Substance Painter - NDO2 - DDO - Filter Forge
* Tiling Normal Textures have Y Inverted for use in CryEngine 3 and UDK
* All Normal Maps are Normalized using XNormal Filter Plugin for Photoshop


TILING WOODEN FLOOR BOARD TEXTURE - PHYSICALLY BASED RENDERING
Sculpted in Height Map in ZBRUSH
Textured in Substance Designer

TILING ROCK TEXTURE - PHYSICALLY BASED RENDERING
Sculpted in ZBRUSH - Maps Extracted with ZAPP LINK - Textures Composited in Photoshop using Zbrush Generated Masks & Colour Tones
*Metallic Value - Greyscale Node - Black in Game Engine


TILING GROUND PLANE - PREVIOUS GEN SHADER
MUTLI MESH INSERT TOOL used to scatter Pine Needles and Twigs - Small details sculpted in Zbrush and arranged in the 2.5D Canvas.

Bricks with Blend Applied

TILING BRICKS LIGHT BROWN - PREVIOUS GEN SHADER
Hand Sculpted in ZBrush and transferred via ZAPP LINK to Photoshop for Compositing - Exported Normals / Height / Blend Maps from ZBRUSH.


TILING BRICKS DARK / SMOOTH - PREVIOUS GEN SHADER
Hand Sculpted in ZBrush and transferred via ZAPP LINK to Photoshop for Compositing - Exported Normals / Height / Blend Maps from ZBRUSH.

FOLIAGE BRANCHES - PREVIOUS GEN SHADER
ZSPHERES and Fibermesh in ZBrush to create the High Poly Meshes - ZAPP LINKED from the 2.5D Canvas to Generate Texture for Planes in Photoshop.


FOLIAGE IVY - PREVIOUS GEN SHADER
ZSPHERES and Fibermesh in ZBrush to create the High Poly Meshes - ZAPP LINKED from the 2.5D Canvas to Generate Texture for Planes in Photoshop.
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