Cockpit - Material

Main Reference

Main Reference

Graph setup.
Blue for panels, red for graphics, yellow for emissives, cyan for mask, and pink for mask test section

Graph setup.
Blue for panels, red for graphics, yellow for emissives, cyan for mask, and pink for mask test section

Mask creation section

Mask creation section

Similar to programming languages, I find abstraction to be one of the most important parts of Substance Designer. It allowed me to reuse most of my nodes and keep all the panels consistent make radical changes near the end.

Similar to programming languages, I find abstraction to be one of the most important parts of Substance Designer. It allowed me to reuse most of my nodes and keep all the panels consistent make radical changes near the end.

Each button can be adjusted (slow loading time due to being affected at the beginning of the graph)

Each light can be adjusted

A cockpit material I've been working on in my spare time, this has been a BLAST to work on. I've been wanting to work on a material like this since I worked on some military vehicles this year. The most important part of this material was to optimize the graph and keep it organized and as simple as possible. I wanted to treat each panel as an individual asset while keeping consistency between them. Also, it was important to allow the graph freedom to iterate on the full look of the material at the end. In fact, all my work at the beginning of the process, with all the abstraction, turned out really useful! Since I did radical changes at the end to better fit the end aesthetic.