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In Game Visual Effects |
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Vehicles & Props |
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Environments | ![]() |
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I built unique shaders with emisssive and heightmap erode. (Snowdrop Engine)
Shader -Emisssive and heightmap erode with parralax depth (Anvil Engine)
I prototype shaders in Maya with pbr shader fx editor
Glass deconstruct/reconstruct (Anvil Engine)
Breakdown
I leveraged the more advance features of substance designer (FX-Map node) to build a custom fractal math pattern and give each shape pattern a specific height value to each shape