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Graffiti Alleyway

Small scene built in Unity, assets are all sensible for game use. Assets were created using Substance Designer (brick, concrete, tarmac, manhole cover), bin bags and tarpaulin created in Marvellous Designer, graffiti is photo based. The rest are baked meshes textured in Substance Painter.

I wrote a custom shader which adds a graffiti texture and a grime texture that can be painted in with vertex colours, and a variation with an extra paint layer for the bricks and concrete. These were used on almost everything in place of a standard pbr shader. The tarmac also got a custom shader also to blend between new tarmac, destroyed tarmac, water level, and a grime texture. The large pieces of graffiti are decals with a custom deferred decal shader; this allows only the colour and roughness to be altered and the underlying normals to come through automatically. Finally the bin bags got their own shader to adjust the colour and translucency of the bag so the (faked) contents can be seen.

Reference

Reference

Wireframe

Wireframe

Binbags created in Marvelous Designer, and then texured in Substance Painter -  shader can control the translucency and colour.

Binbags created in Marvelous Designer, and then texured in Substance Painter - shader can control the translucency and colour.

Tarmac shader - blend between new tarmac, destroyed, add water, and grime. Manhole covers are then added as decals.

Tarmac shader - blend between new tarmac, destroyed, add water, and grime. Manhole covers are then added as decals.

Graffiti shader - vertex colours to add paint layer, grime, and graffiti.

Graffiti shader - vertex colours to add paint layer, grime, and graffiti.

Kit of parts - the fire escapes were made using the tiling girder pieces.

Kit of parts - the fire escapes were made using the tiling girder pieces.