Very excited to share some of the major materials I worked on for Robot Ruins. Moss was a tag team effort with our foliage artist, TJ Halter. To keep the look of assets consistent, I imported height bakes of different moss leave shapes into our internal Substance Designer library, not only for the moss material itself, but for use across the team on other types of moss assets. Gravel, painted metals, shingles, fungal terrain all done fully inside of Substance Designer. Mechanical debris based on atlased shapes from Adobes 3D Substance Library, and then combined in Substance Designer to create the full material.
All materials come with a 'Three Color Gradient' map. This allowed us to color the materials in engine, and freed the team up to be more iterative and flexible. Materials shown here with authored color maps. For Robot Ruins, the terrain gravel, moss and fungus, as well as mechanical rubble were using their color maps.
However, you can see the power of the gradient map when looking at Bone Mines, as their blue moss is all based on the Robot Ruins moss. In this way, our materials team was able to author 'Galaxy Wide' materials that could be used on any map, and still be flexible enough to achieve the art direction asks and palette asks for that map.
Robot Ruins Map Post
https://www.artstation.com/artwork/rllqV5
Robot Ruins Decal Kit Post
https://www.artstation.com/artwork/vbbLqD
Material Lead
https://www.artstation.com/evanliaw
Foliage Artist
https://www.artstation.com/halter