Procedural Player Banners - Substance Designer

Dragon Lord/Butt Stallion Banners

Dragon Lord/Butt Stallion Banners

ID Map. Every banner is generated by an ID Map following this guide.

ID Map. Every banner is generated by an ID Map following this guide.

ID Map to Banner using Generator built in Substance Designer.
This would export all the textures, masks, and LUT values required by unreal.

Procedural Fabric Fold / Each banner can have unique Folds

Procedural Stitches. Stitches will always follow the edge of a Red Mask.

Procedural Tatter

Banner Randomization in UE4

Banner Randomization in UE4

Banner Randomization in UE4

Banner Randomization in UE4

Colorization using LUTs (Look up Tables) in Unreal

More Randomization

Excited to share my work on the Player Banners for Tiny Tina's Wonderlands!

I was tasked with creating the Key Art for the Player Banners. I built a custom generator in Substance Designer that allowed an ID map to be converted into a finished Banner asset. All Inks were done by hand. Some Alpha masks were touched up by hand but at least 90% of banners were done entirely through the generator.

The generator would export the required textures, masks, and LUT values for colorization in Unreal Engine.

Every Banner can also have a background pattern and decal applied. The background and decals were authored with Photoshop and put into custom generators in Substance Designer to export the correct masks required for Alpha, Roughness/Metallic and LUT values. This ended up saving hours of time as I could adjust these values quickly for each decal/background pattern and export them directly to Unreal Engine.

Using LUT's and the combination of Background Patterns and Decals we could have thousands of possible banner variations that the players could create themselves.

Huge thanks to Brian McNett and Ian Childs for getting all the tech/design setup engine side for the Banners.
https://www.artstation.com/brianmcnett