Concord - Smart Material Pipeline

Various Metal Smart Materials

Various Metal Smart Materials

Various Special Fabric Smart Materials

Various Special Fabric Smart Materials

Various Plastic Smart Materials

Various Plastic Smart Materials

In Game Render of Daw, Various Smart Materials used for Character model and Support Items. Character created by Cheyne Hessler (PSVA)

In Game Render of Daw, Various Smart Materials used for Character model and Support Items. Character created by Cheyne Hessler (PSVA)

In Game Render of Vale, Various Smart Materials used for Character model and Support Items. Character created by Alsu Rahkimova (PSVA)

In Game Render of Vale, Various Smart Materials used for Character model and Support Items. Character created by Alsu Rahkimova (PSVA)

Various Denim Smart Materials

Various Denim Smart Materials

Quick Demo on the Smart Material at work. All Smart Materials have various Layers and Effects using Anchor Points and Generators.

Smart Materials extracted from Teo Character for usage with Teo Skins

Smart Materials extracted from Teo Character for usage with Teo Skins

Various Fabric Smart Materials

Various Fabric Smart Materials

Special materials that overlay Wrinkles and Dirt for all materials in a single layer stack. Use Passthrough and Anchor Points to apply normal, AO and curvature from all materials in the later stack.

Special materials that overlay Wrinkles and Dirt for all materials in a single layer stack. Use Passthrough and Anchor Points to apply normal, AO and curvature from all materials in the later stack.

Concord - Smart Material Pipeline

I had the pleasure to have a hand in working on Concord.
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My role was to help establish and build upon a library inside of Substance Painter for the PSVA In-Source Character Team. Working with leadership and other departments and artists at PSVA, I was able to create the standard format for how a Smart Material is created for our library. I also was able to help establish a clean library of templates, HDRi and other assets to help establish clear parity with the Firewalk Character Team as well as build functionality to export necessary maps for Character Shaders within Unreal Engine 5. Before offboarding the project I was able to build out Documentation for the Material Artists that came after me to continue the Library Support.
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Within each Smart Material is a "Base" Folder and a "Wear and Tear" Folder. As with each name references what is housed. Using basic archetype grouping, most Smart Materials retain similar Wear and Tear features with small adjustments for specific details. For the Base folder, the Materials that make up the base were built using, Firewalk, Substance Source and my own Substance asset. The main force behind these are Anchor Points as they help reference Material and Mask data that can be adjusted in each layer instance.
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I also had the chance to build on "FX" smart materials which can be placed at the Top of the layer stack within Substance Painter for various effects such as applying Dirt overall materials to build a consistent look or apply memory folds/wrinkles to fabric materials. Lastly I also built a FX Smart Material that users custom User Inputs that allow you author and export out a RGBA mask for Detail Texturing in UE5.
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Credits

Art Director: Adrian Majkrzak
https://www.artstation.com/ghostorbit

Lead Character Artist: Tyler Breon (PSVA), Luke Dodge (Firewalk)
https://www.artstation.com/tylerbreon

Senior Character Artist: Cheyne Hessler
https://www.artstation.com/gruntpunch

Character Artist: Alsu Rahkimova
https://www.artstation.com/artdungeon

Additional Texture Support and Authoring:

Lead Material Artist: Javier Perez (PSVA)
https://www.artstation.com/meshmodeler

Senior Material Artist: Tyler De Block (PSVA)
https://www.artstation.com/dblock

Senior Material Artist: Hailin Si (PSVA)
https://www.artstation.com/sisiss