Procedural Materials and Textures Portfolio
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Procedural Materials and Textures Portfolio

Rodney Burton
by RodneyBurton on 1 Jun 2021 for Rookie Awards 2021

Hey everyone! My name is Rodney Burton and I am a recent graduate of the Savannah College of Art and Design (SCAD). Over the past year, I have been working to develop myself as a material and texture artist and these are some of the projects I have made that I am most proud of and I'm happy to share them with you.

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CCTV Security Board

For this project I was inspired by some compilations of unexplained CCTV footage videos on youtube and wanted to adapt it into some sort of material. I am responsible for procedurally creating the material and creating its parameters, lighting and rendering in Iray, and constructing a small scene in Marmoset to showcase it.

Around the same time I played through the KGB level in COD Cold War and I saw a wall of security monitors similar to the aesthetic I was developing... so I ran with it. Additionally I loved the lighting in the game- the blue greens and reds while maintaining a vintage feel- so I tried to recreate the style in my marmoset render to give the material some context.

Lastly, I wanted to add some variation to the material and give some parameters to play with, such as adjusting which screen are on, sticky notes, and some computer glitching

Break down of my maps- Color, Metallic, Normal, Emissive, Roughness, Height, Ambient Occlusion

Sun-Baked Mud

This next material is a dried mud material study I worked on during my time at the Mentorship Coalition. I always would see this kind of mud in my yard or on the baseball field as a kid and I wanted to recreate it accurately. I made this 100% procedurally in designer, and did the lighting and rendering in IRay/Marmoset.

Break down of my maps- Color, Normal, Roughness, Height, Ambient Occlusion

Here is a small reference board of inspiration for the material I created

While getting critique on this one, I was told a few renders gave a feeling of mud drying in the heat, salt of the earth, and so on. I took this and started a scene in Marmoset that shows how the sun would really bake the surface over the course of the day.

Attic Insulation

A while back I had to help my parents install some spray foam insulation in the garage. I thought it was the coolest thing to watch the foam expand and fill in the cavities. I took advantage of the non uniform blur node to help give this its goopy feeling in the height map of the insulation, then did some blending to help break up the surface as secondary details before masking a place for the wood and wires. Had a lot of fun with this one and incorporated lots of critique from the Mentorship Coalition - I'm happy to show the result! Made 100% designer, lit and rendered in Marmoset. 

Break down of my maps- Color, Normal, Roughness, Metallic, Height, Ambient Occlusion

Another small reference board of inspiration for this material.

PS2 Memory Cards

I was visiting home and I went through some old boxes and found a few of my memory cards from my early gaming days. I started sketching out a heightmap of just 1 and slowly started adding more details until I developed it into a full fun material! Really hope you notice a few of these titles because I thrived on them during childhood sick days. Made entirely in designer, lit and rendered using Marmoset.

Break down of my maps- Color, Normal, Roughness, Metallic, Height, Ambient Occlusion

I'm also honored to have been given an artist spotlight in 3D World Magazine for this material

Portal 2 Circuit Breakers

I had replayed Portal 2 some time ago and absolutely adored the aesthetic of the breaker room leading up to GLaDos' chamber, so I decided to try and recreate it procedurally as a material in Substance Designer. It was super fun to make and to pay homage to such a great game! 100% procedurally made in designer, lit and rendered with Marmoset.

Break down of my maps- Color, Normal, Roughness, Metallic, Ambient Occlusion, Height, Emissive

Procedural Tiles

For this material I wanted to focus on adding parameters for control to allow for a proper tile generator, letting the user adjust parameters such as cracks, chipping, grout, and design among other things. This was mad 100% procedurally in designer, lit and rendered using IRAY/Marmoset.

I made a few different designs for these and hooked them up to a multi-switch node for the user to select which desgin fits best

Break down of my maps- Color, Normal, Roughness, Height, Ambient Occlusion

Willow Bark

For this material I challenged myself to accurately create a willow bark since they're abundant around my house and its the kind I think of when picturing tree bark. With this, I learned how to manipulate grunge maps given in designer and adapt them to better fit my needs in what I'm making. This one was made completely in designer, lit and rendered using IRAY/Marmoset.

Maya used to model the trunks before applying the material in Marmoset.

Break down of my maps- Color, Normal, Roughness, Height, Ambient Occlusion

Again, here is a reference board of the inspiration behind this material.

Shark Skin

For this one I was inspired to do a shark skin material in Substance Designer after Kisame's sword in Naruto. I got to searching up some references of different types of sharks before compiling my results to create this. Made 100% procedurally in designer, lit and rendered using Marmoset. 

Maya used to model the weaving pattern before applying the material in Marmoset

A reference board of Great White, Hammerhead, and Mako scales that was the inspiration behind this material.

THANK YOU

It means a lot you came to check out what I do, and I'm always trying to improve and create something new and unique. If you want  to know more about my work, see further breakdowns, or want to follow me, check out my artstation where I post my new projects as I finish them. But in final, thank you and have a great day!


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