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Belonging - Interior Materials

In this post I want go more into detail on some of the materials I created for Belonging. All the textures were made in Substance Designer.
First off we have the standard wall materials which all follow the same pattern and come in four different variations one for each wing and a general version in gold. Because as always time was precious, most of the walls are actually the same materials just recolored with just the decorative strip being completely unique. The strips are also where the themes of the different wings really come through.
Another thing I want to hightlight is a little trick I used to quickly create a lot of color variations for our generic metal and plastic materials. Instead of using a standard BaseColor, ORM, Normal material I created a custom material which only has a normal map and what I call a BaseGradient, Roughness, Metallic texture. This approach has the advantage that the material can be recolored without the usual issues which might come with hue shifting in materials. It also saves a whole texture and for these kinds of generic flat materials ambient occlusion is probably unnecessary anyway.
A big thank you to the whole team on Belonging, especially Milo for their ideas and feedback on the decoration design.

Material graph for the BaseGradient, Normal material

Material graph for the BaseGradient, Normal material

This was the initial library of standard color and roughness variations I created for the metal and plastic materials

This was the initial library of standard color and roughness variations I created for the metal and plastic materials

Here you can see some of the metals used ingame

Here you can see some of the metals used ingame

The metals and plastics were also used on some of the props created by my colleague

The metals and plastics were also used on some of the props created by my colleague