~/talk

Material Creation for Games

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slides:none on file

Covers concrete, brick and sidewalk materials with exact practices: gather a key reference, supporting refs and light‑response shots; decide metallic vs dielectric first; use Substance Designer/Painter and Photoshop and test in Unreal; prioritize normal-map detail over roughness for reflectivity — normal map matters; work organized in layers, macro-to-micro, check scale next to a human, keep 70/30 flat-to-detailed balance, and make portfolio renders more detailed than the tileable, game‑ready base (example: 6 tiles, 3 broken).

AI-written summary · about

  1. 0:00Introduction
  2. 1:53Agenda
  3. 3:00Reference Gathering
  4. 3:55Key Reference
  5. 4:49Supporting Reference
  6. 11:20DNA
  7. 13:22Weathering Aging
  8. 16:56PBR
  9. 20:20Workflow Habits
  10. 28:15Macro to Micro
  11. 34:35Portfolio vs Asset
  12. 40:15QA
  13. 41:50Observe
  14. 43:27Inspiration
  15. 44:35References
  16. 45:59Portfolio
  17. 47:03Advice
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