Hello dear Ladies and Gentelmen. How've you all been around here?:)

I just thought I drop here a little something I've been working on:

I won't be posting much screenshots for now because this work is not about static images at all and I really want everyone to check out video.

Now make sure to HD or I can't promise that your families will be released:

Some details:

Yay goats!:D

Yeah my stuff rarely comes without some light reading :)

And some concept art:

Now you've probably guessed that this environment has some kind of shader trickery to it and you're totally right!

It's a real-time environment that does not use any dedicated RGB diffuse textures. I thought I saw an opportunity to improve the way we make our games technically, production-wise and maybe even visually to an extent so with this personal project I really pushed the idea of "procedural" materials. As much as I was working hard making a visual work of art I also pushed it to make a technological statement that says "we could do well without diffuse maps".

So I've written a little paper on "procedural" materials and if you have any ideas on the subject I'm always up for chatting.)
Now for those of you who ain't gonna read it I thought I'd post a couple images from it here to give you the gist of it:

Once again I don't post much stills because that's not what this project was about and hopefully all this production materials will convince you to check out the video(in HD with sound On).

If you're interested in all of the shader trickery and technical details that are aplenty in this environment, or concepting and ideation of a project of such scale I've made some making "Makinf Of" videos to hopefully help you out.

It's a bit on the long side, but hopefully you'll get compensated with interesting info for your time.



Thank you very much for your time.

And finally, there one thing I wanted to share with you guys...but I can't seem to remember what it is....
...oh yeah, THE MATERIALS!
Click the image to grab them!:)

There are all kinds of "procedural" materials for you to check out as well as a couple of example textures and meshes. Also there's a .PSD that makes for very smooth gradient map production as it allows you to preview your gradient mapping, normal, specular, damage and diffuse pattern influence right in photoshop! It's like you're painting your gradient map directly in UDK and can immediately see the end result! I've made a little video that will hopefully make things more visual for you:

I hope this will help you guys to do your stuff faster, prettier and more efficient! Though it does take a little getting used to, I can't wait so see what great stuff you awesome people will come up with. :D

Have fun!


All artwork (c) Andrew Maximov unless stated otherwise.