A demo of the refined controls that I implemented into our decal vert paint material. This allowed for better mask influence, more nuanced painting, and much needed contrast controls.
Demo of painting with our more refined vertex paint features.
Another example of painting with our more refined vertex paint features.
World position time offset. Base on where the mesh is in space, it will offset how quickly the screen scrolls. On Sorting Hub, this was a key feature to help our signs not feel fake.
Evan implemented the original gradient ramp feature in our most basic master material. I then took that work, and propagated it throughout our other master materials so that artists could use this feature on any kind of asset. Decal integration shown here
Another example of the gradient ramp functionality.
I had the opportunity to start studying and supporting our materials. Evan Liaw guided me through how he set up our master materials, and challenged me to find where features should be implemented, and helped teach me performant ways to integrate new features.
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I helped add gradient ramp functionality, world position time offset, and more nuanced vertex painting to some of our core materials. This is only the start of the material and shader work that I am starting to dip my toes into. As a material artist, I find it to be necessary to delve into the tech side of this work, so that I can build materials that are needed, and also inform artists to what is possible and performant for a project.
Material Lead
https://www.artstation.com/evanliaw