YI-HSIU HUANG (DANNY) - Material Artist
Flycatcher Grove
My focus was on creating realistic vegetation and tileable natural materials. I learned advanced techniques for sculpting detailed leaves in ZBrush and detailed texturing in Substance Painter and honed my expertise in procedural material creation using Substance Designer.
Ground Material
Foliage Material
Garden Shed
I concentrated on creating intricate patterns for stained glass and paintings, layering materials using Substance Designer. Additionally, I worked on procedural house finishing materials using Substance Designer. My goal was also to deepen my understanding of translucent material shaders and explore advanced lighting techniques in Unreal Engine.
Stained Glass Material Pipeline (Substance Designer, Procreate, and Photoshop)
I collected references on Pinterest and redrawn the stained glass into different layers based on their color or pattern. After rearranging the layers, I used the PNG layers as the starting point in Substance Designer and added random variation and surface detail on individuals.
Procedural Material Art
Carpet Material
Peacock Stained Glass
House Finishing Materials
Journey to Wizardry
In this project, I focused on developing trim sheets and using tileable materials on modular assets. I enhanced detail by applying techniques such as vertex painting, parallax occlusion mapping, and decals within Unreal Engine 5.
Hero Asset - Vintage Carriage
Vertex Painting and Parallax Occlusion
Stevenson's Tomb
The project focused on utilizing trim textures and crafting detailed sculptures. My texturing workflow began with generating a universal trim height map and base materials in Substance Designer. In Unreal Engine, I applied trim textures and employed world-aligned materials to ensure consistent, stretch-free application of base materials.
Trim Sheet and Texturing
By combining trim sheets and opacity masks, I can not only create architectural finishes but ornaments.
Old Harbor Town
Old Harbor Town is an exterior environment project focused on material creation in Substance Designer and shader adjustments in Unreal Engine for an oil-paint rendering effect. The project also involved iterative practices of vertex painting within Unreal.
Roof Tile Material (with/ without oil-paint effect)