Home is Where the Heart is
Game ready real-time environment by Kevin Belyk Concept by Vladimir Malakhovksiy
![](https://d3stdg5so273ei.cloudfront.net/Kevin64/2024-06-02/192069/1400xAUTO/wideKeyShot-Kevin64.png)
Original concept by Vladimir Malakhovskiy
This shader blends up to 4 materials using low-resolution packed masks to get more control of the blending than I otherwise would with the commonly used method of vertex painting.
The materials are height-lerped together using the height channel of the base texure, but could be easily parametized to use the height of the layer below, depending on what you were trying to achieve.
The shader provides the option for additional heroic detail, coming from a third texture set. In this case, I am demonstrating edgewear and decay along the holes and cracks of the plastered walls from a high poly sculpt.
![](https://d3stdg5so273ei.cloudfront.net/Kevin64/2024-06-02/723424/1400xAUTO/HighresScreenshot00041-Kevin64.png)
Above and below demonstrate the use of the low-res packed masks for the ground and the building. Also demonstrated are the additional heroic details, as well as the bespoke, broad and painterly marks of the low-res normal to provide even more effect.
![](https://d3stdg5so273ei.cloudfront.net/Kevin64/2024-06-02/369445/1400xAUTO/HighresScreenshot00040-Kevin64.png)
Showcase of my tileables rendered in engine, made from scratch in Substance Designer, save for the last two Dead Grass and Wood which were done with photogrammetry
https://www.youtube.com/channel/UCayLMsJqxPMZwp3uH5SXbgw
Video showing off various channels from the originally intended key shot.
(sorry this one was uploaded as a youtube short and errors out otherwise)
![](https://d3stdg5so273ei.cloudfront.net/Kevin64/2024-06-02/285332/1400xAUTO/HighresScreenshot00047-Kevin64.png)
![](https://d3stdg5so273ei.cloudfront.net/Kevin64/2024-06-02/009033/1400xAUTO/HighresScreenshot00049-Kevin64.png)
![](https://d3stdg5so273ei.cloudfront.net/Kevin64/2024-06-02/249168/1400xAUTO/HighresScreenshot00050-Kevin64.png)
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