Material Study: Terre Ossidate

Work In Progress / 03 January 2018

I will dedicate one blog post to this material study, all the feedback that I receive and implement will be added to this post to keep all the progress on this material in one place.
My first material study of the year, Terre Ossidate, I came across this material(and some of it's variations) on Pinterest and was immediately drawn to it.


I started of with some research for this material and found the manufacturer's website, which explains the way the tiles are made and what materials were used in the process. This is really handy to know and will make it a lot easier to determine what kind of wear and tear the material can contain.

Focus of this study

  • Focus more on micro surface detail and the separation of the different frequencies of detail, I feel that I can still improve a ton in this aspect.
  • Albedo, I want to improve in Albedo creation, I still struggle a bit with finding an Albedo with nice variation without it becoming too noisy.

Breakdown of the Ref


  • Pattern of the clay tiles
  • Mortar
  • Mortar on top of the tiles
  • Dirt

Macro detail

  • Edge Chipping
  • Rough Surface noise
  • Tilting of the tiles

Meso detail

  • Pocks 
  • Vertical scratch/cuts

Micro detail

  • Smaller Pocks
  • Subtle surface noise(can only be seen up close)
  • Thin scratches


WIP #1: Made the pattern and did most of the surface detail of the tiles and mortar. Will start on the Roughness and Albedo next(current Albedo is just to show a clear separation between the tiles and mortar, same goes for the Roughness).

WIP #2: Worked on the first Roughness pass, I will come back to this while doing the Albedo. Tweaked some of the surface noise on top of the tiles and made it a bit more subtle.

WIP #3: Added more surface detail to the tiles. I overhauled the lighting in Toolbag to show the detail and Roughness better.

WIP #4: Added some surface detail after feedback. First pass on Albedo, gonna do a final pass and wrap this one up.

Final: Finished up the Albedo and published the project.

Final(Edit): I received some feedback after publishing the project that the colors could be more deep and saturated to get closer to the ref, so I adjusted that,

Feedback is as always greatly appreciated!

- Martin

Work of 2017

General / 21 December 2017

This post will contain the work I did in 2017 that is not up to par with my current quality of work. It will be used to keep track of these projects for myself to look back at the progress I made. 

Decorative Pattern Substance: ArtStation Link

Substance Challenge - Bricks: ArtStation Link

Substance Challenge - Marble: ArtStation Link

Substance Challenge - Sewer Drain: ArtStation Link 

Metal Panel Substance: ArtStation Link

My First Blog - What to Expect, Recap of 2017, What's to Come in 2018

General / 20 December 2017

The blogs feature is here! I've been looking forward to this feature for a long time, congratulations ArtStation on the release!

What to expect from me with the release of blogs

  • I'll be sharing more work in progress stuff of my projects, both to receive feedback and to show my process.
  • More breakdowns and how-to's! I'll just add them here if I find something cool to share or if it's requested.
  • I'll also use blogs to store away my older work that's not up to par with my current quality of work.

Recap of 2017 

2017 has been a good year for me.
It started of with me getting my Bachelor degree.  
I wanted to take my time this year to completely remake my portfolio, weed out all the work I did as a student and learn a bunch of software and skills along the way.

Early in the year I came across DiNusty's Empire Discord server, a community that would boost my skills and work a ton throughout the year. The community is very welcoming and supportive, with people ranging from students all the way to senior gamedevs. I've received tons of great feedback on the stream of Jeremy Estrellado as well as the members of the Discord community which made me rethink and adjust my work to push it a bit further every time.

I wanted to get better with a realtime engine(been doing a lot of prerender work before this) so I decided to make an environment in UE4. This project has helped me to get more experience in working in the engine and other tools like Substance Designer and Painter. 

The Graveyard:

I wanted to get more serious with Substance Designer and started participating in the Polycount Substance Challenges, doing these challenges improved my skills in Substance Designer, Marmoset Toolbag and presentation of my work  quite a bit and I met some great people along the way. So thanks a lot to Kyle Horwood for hosting these!

One of the Substance Challenges' theme's was "Round Ornaments". I found this one really interesting and I went with a gothic churchwindow. I got a lot of positive feedback from it and questions on how I made it, so I decided to make a Pdf breakdown of it. Which ended up being a great success, it got featured in places like 80 Level and the Polycount Monthly Recap and I received a ton of positive response.

Substance Challenge - Round Ornaments:

I made the move from The Netherlands to Portugal to live here and gather inspiration as well for future projects. Lots of reference has been shot up till now, it's a great place to get inspiration from.

In October Allegorithmic released the Materialize contest which I decided to enter. It was great seeing all the entries made for the contest, it was a lot of fun to replicate some of the materials and a great learning experience!

Materialize Contest - Hemsworth Leather:

What's to come in 2018

  • I'll be starting off 2018 by doing several material studies, I want to get more familiar with materials like mud, rocks and foliage. 
  • I'm gonna take another try at some of my older work, update and improve it.
  • A big part of materials is lighting, so I want to do some lighting studies to increase my skills in this area.
  • I'll most likely be joining some community challenges again when they arise.

- Martin