One of the things that make Ray Le’s Viking stand out is the fantastic hair and fur on the character. Creating such effects for real-time environments requires specific tricks, so let’s see how he did it!
This is the process I used to generate the floor for my "Bank Vault project. My initial goal was to eliminate any visual tiling and add details while not using more than two textures. Working texture size was but final textures were
Here is a collection of Materials that were made by Jonathan T. Schmidt, for use in Uncharted All of these were procedurally generated using Substance Designer. Jonathan created a "Stone Carver" node that was setup to receive custom inputs,