A collection of procedural PBR materials created in Substance Designer, built for real-time game environments.
Each material was constructed entirely from scratch using node-based procedural workflows - no photo sourcing. The focus was on tileable, game-ready assets that remain visually consistent under varied lighting conditions, with full PBR channel output (albedo, roughness, metallic, normal, height).
Technical considerations:
- Optimized graph complexity for real-time performance targets
- Designed for modularity and parameter exposure for in-engine tweaking
- Tested in Unreal Engine 4 and Unity under multiple lighting setups