I worked on the Substance Base materials to ensure we use PBR correct values. This ensures the material expression is consistent throughout the game and is easier for Substance users to test and get a head start on material expressions. The workflow uses simple masks as input and transitions the material from the most intact state to the most worn/damaged version. Which inspired other workflows related to characters and robots as well.
Lead(s): Kim van Heest
Art Director: Maarten van der Gaag
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