Davinci WorkShop(Material)

The material work for this project was built around two goals: visual richness and flexibility at scale.

Surfaces were developed in Substance Designer and Substance Painter using a layered workflow, with RGB Masking providing color channel variation across each material. 2D Texture Arrays allow multiple surface reads to be combined while keeping instance count minimal. Where layered materials were too limiting — for unique props or specific surface reads — standalone Unique Materials were authored separately.

Per-instance color variation is driven by Custom Primitive Data in Unreal Engine, giving each prop its own subtle tonal shift without requiring additional instances. The result is a set of materials that feel hand-crafted at close range but are built to be efficient and consistent across the full environment.

Wood_02

Wood_02

BookTrimSheet

BookTrimSheet

Why ORM out of everything

Why ORM out of everything

Wood Utilized on Material Layering