Cycle Frontier - Tharis Island Rock Materials

Surface Rock

Surface Rock

Surface Rock

Surface Rock

Surface Rock (BaseColor | Height | Roughness)

Surface Rock (BaseColor | Height | Roughness)

Coast Rock
Turned into displaced mesh for setdressing

Coast Rock
Turned into displaced mesh for setdressing

Coast Rock  (BaseColor | Height | Roughness)

Coast Rock (BaseColor | Height | Roughness)

CliffRock Sedimentary

CliffRock Sedimentary

CliffRock Sedimentary  (BaseColor | Height | Roughness)

CliffRock Sedimentary (BaseColor | Height | Roughness)

Damaged Mined Rock

Damaged Mined Rock

Damaged Mined Rock (BaseColor | Height | Roughness)

Damaged Mined Rock (BaseColor | Height | Roughness)

Surface Rock (Flat)
  We used these for blending and surface normals

Surface Rock (Flat)
We used these for blending and surface normals

Level Example - The team created shellmeshes for the caves which we displaced with the heightmap of the rock textures
(Environment art by Jesus Orillan)

Level Example - The team created shellmeshes for the caves which we displaced with the heightmap of the rock textures
(Environment art by Jesus Orillan)

Level Example - Mix between shellmeshes and modular rocks
(Environment art by Jesus Orillan)

Level Example - Mix between shellmeshes and modular rocks
(Environment art by Jesus Orillan)

Level Example - We swapped the materials for all rocks on map3 and created different blending materials per asset

Level Example - We swapped the materials for all rocks on map3 and created different blending materials per asset

Cycle Frontier - Tharis Island Rock Materials

On season 2 of The Cycle: Frontier I was responsible of creating new rock materials for the new map Tharis Island. We decided to swap all materials for the rock assets so the island would get its unique feel.
Textures were created in Substance Designer, allowing for updating other graphs and quick iterations
Many thanks and applaud to our awesome art team for creating this new map