FRACKED - Shaders & Props

The requirement for this funicular was to create the asset using a single 2048 texture. Naturally this was done with a hybrid trim to maintain texel density, I'm quite happy with the final result.

The requirement for this funicular was to create the asset using a single 2048 texture. Naturally this was done with a hybrid trim to maintain texel density, I'm quite happy with the final result.

This is a little showcase of the master shader I setup with some help from my colleague Albert Calvo and Conrad Hughes.
It has options for 2 base colours, a grunge layer and a snow layer

The shader allows colour and power control on each layer and accepts custom masks.

This shader was used extensively across the entire game on a large majority of assets. It provided the team with tons of control of how assets look and feel and our environments wouldn't be the same without it.

This shader was used extensively across the entire game on a large majority of assets. It provided the team with tons of control of how assets look and feel and our environments wouldn't be the same without it.

It was an honour to be responsible for such a large part of the game.
A huge thanks to Conrad Hughes and Albert Calvo in getting this shader finalised.

It was an honour to be responsible for such a large part of the game.
A huge thanks to Conrad Hughes and Albert Calvo in getting this shader finalised.

A selection of props I made for FRACKED. I even got to make the explosive barrels in a game!

A selection of props I made for FRACKED. I even got to make the explosive barrels in a game!

A selection of props, some modelled by me and some not, all textured by me used across the game.

A selection of props, some modelled by me and some not, all textured by me used across the game.

Props I modelled and textured for our breaker plant and generator room.

Props I modelled and textured for our breaker plant and generator room.

This is a collection of some of the shader and prop work I did on FRACKED.
The props were all made in Blender and textured in Substance Painter.
I was on the project from an early stage and was responsible for developing a master shader and basic envrionment pipeline. A big thanks to Albert Calvo and Conrad Hughes for all of their help and Conrads fantastic optimisation work on the shader.

A colossal thank you to the fantastic Lead Environment Artist, Tobias Hunt
And to our Art Director on this project, Kevin Martin

Date
July 15, 2021