USC AGP · Technical Artist
Rephrased
AGP · Work in Progress

What I did
- Developing stylized water and sky materials for a USC AGP project.
- Building a controllable day–night sky with gradients and sun glow.
- Integrating material controls with Blueprint logic.
Unreal Engine · Materials · Blueprint · VFX
01 / MATERIAL DEVELOPMENT
Stylized water
A modular SingleLayerWater material built for art direction. Moving highlight masks, blended normals, and wave displacement create a lively surface, while exposed material parameters support quick color and shoreline adjustments.
Surface motion
Two panning noise layers shape the highlight masks. Panning normal maps are combined with BlendAngleCorrectedNormals, while a time-driven sine function feeds World Position Offset.
Art direction controls
The material instance exposes water color, highlight controls, murkiness, and shoreline settings. The master material connects scattering and absorption inputs through SingleLayerWater.
Procedural water noise · Substance 3D Designer
Created water noise textures in Substance 3D Designer. Separate noise branches use Levels, Transform 2D, and Directional Warp to shape different patterns, then combine through RGBA Merge into a channel-packed texture. This graph documents the texture authoring behind the water material.

Explore the material graphs
Open any image to inspect the nodes at full resolution.






The shoreline function screenshot contains error markers. It documents the node structure in progress; the viewport recording shows the current visual result.