
Richard Larson
3D MATERIALS

I really enjoyed doing all of the grimy textures and materials for the Hoonigan pack. They breathed life into the cars with the most personality in the game.

Made some dynamic crushed velvet, with some pho anisotropic effects. It has controls to tune and can interact with a baked curvature map.

This is some substance designer work that I set up with controllers so that they can be edited in Substance Painter directly. I am particlularly proud that artist using it in Painter can control exactly where knot show by painting a simple mask in painter, just generate them procedurally.

The addition of the Hoonigan Pack of cars to the Forza franchise required addition of many distressed and dirty material. I made all of the "dirty" materials and textures for the update. Up until that point, the franchise had always made the cars show room clean, but that wouldn't work with the renegade attitude of the Hoonigan brand.

This is a procedural chain mail material I have developed in substance. I try to set up a good base and then ask my self, as a production artist, what I would want control of, and what would make the materiel most flexible and reusable.

Example of my materials an textures on the Forza franchise.

Skin with color, pores, cells, and wrinkles.

Getting dirty. I created all of the dirty and marked up materials in the Hoonigan car pack for the Forza franchise.

Example of my materials an textures on the Forza franchise.

This is some substance designer work that I set up with controllers so that they can be edited in Substance Painter directly or in Unreal directly. This leather substance can achieve a plethora of different looks with the dozens of controls it has.

Detail work on the Forza franchise. Vendors provided the base model but we wanted a more a more detailed looking lighting model in game with the introduction of night driving.

WIP on an alley scene I am working on in my spare time. Grunge and Industrial. Texturing is done in Substance Designer.