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Worn Metal w/ Green Crystals

My friend asked me to make him a material to use for his personal project, so I decided to take up the challenge. The goal was to create a cut-up metal that was worn, but also to have green crystals poking through. It turned out very nice and I was able to experiment a lot with the design. I also learned a ton about parameters and making materials customizable outside of Substance Designer. As always feel free to give constructive feedback, as I am still learning as I go.

4K material applied in UE4 on a simple sphere and cylinder mesh. Lit with a simple lighting setup and an HDRI.

4K material applied in UE4 on a simple sphere and cylinder mesh. Lit with a simple lighting setup and an HDRI.

Albedo, Roughness, Normal, Metalness, Height, and Ambient Occlusion maps

Albedo, Roughness, Normal, Metalness, Height, and Ambient Occlusion maps

Scratches were easily made with the Scratches Generator node, and small and large sizes were combined.

Scratches were easily made with the Scratches Generator node, and small and large sizes were combined.

The crystals were made from the Crystals 1 node and randomly masked out. I didnt want any crystals overlapping the cuts in the metal, so I used a blurred scratch mask when blending.

The crystals were made from the Crystals 1 node and randomly masked out. I didnt want any crystals overlapping the cuts in the metal, so I used a blurred scratch mask when blending.

I wanted clustered crystals so I blurred the area of the larger crystals and used that area as a mask for the locations of the small crystals.

I wanted clustered crystals so I blurred the area of the larger crystals and used that area as a mask for the locations of the small crystals.

I decided to really play with as many parameters as possible to make the material as customization as possible in something like Substance Painter or Unreal.

I decided to really play with as many parameters as possible to make the material as customization as possible in something like Substance Painter or Unreal.