ZeroYaHero

Software, tech art, and design portfolio.

Tech Art

Shaders, assets, and renders made in Unreal, Blender, or procedural texture node editors (Substance Designer, Material Maker, etc)


Knockout Tour Inspired Post-Processing and Emissive Shaders

Knockout shader

Unreal

The new MKW game inspired this. I wanted to see if I could recreate the post-process effect that you see near the checkpoints. It brings a thrill and an adrenaline that I had not felt in a while. At first I intended to make a game that parodies the concept. It ended up as a fun warmup instead.

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Battle Royale Storm / Zone Inspired Shader

Storm shader

Unreal

In a battle royale, the storm or the closing zone is one of the most important shaders, because it tells the player what to avoid. Unreal Editor for Fortnite gives no way to read or modify some of the materials that Epic Games uses for their own BR, which is understandable. I wanted something similar to build my skills. With pure exploration, and much trial and error, I got something pretty close.

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[WORK-IN-PROGRESS UNANNOUNCED] Niagara FX Cosmetics “Refreshers and Finishers” Content & Framework

Cosmetics

Tools

Cosmetics created using Blender, Unreal Material Graph, and Niagara particles for a confidential client.

After creating a cosmetic I created a framework for new cosmetics and how they can be introduced using Verse and SceneGraph. Simply creating an entity prefab of the cosmetic and setting certain variables (ie: what type) allows it to properly be instantiated in the world during the right event.

List of cosmetics previewed


Thumbnail Sparkle and Outline Utility Shader

Thumbnail utility shader

Substance 3D

I worked with a content creator who managed a popular UGC gamemode in Fortnite. Each time they updated their mode, they usually updated the thumbnail with a sparkling new item. The problem? A different “guy” did the image every time. This was inefficient, so I created a Substance graph that does the process for you and gives you access to some parameters.

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Reload Realistics: Logo Renders

Reload Realistics square render Reload Realistics wide render Reload Realistics first render

BlenderIllustrator

I made a gamemode with another content creator called Reload Realistics. I wanted us to have distinct and clean branding, so I made two different logos for us and rendered them in a scene with clouds in Blender.


Reload Realistics: Holographic UI Button Shader

Holographic buttons

Unreal Verse

For Reload Realistics I designed these holographic buttons as if they came from the mode. I think it came out clean. I used Unreal Motion Graphics (UMG) designer, Verse, and the Unreal Engine material graph.

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Cardboard Box Model and Fire Dissolve Shader

Fire dissolve demo

UnrealBlender Substance 3D

One of my games, Storm Box, used completely procedural elements. The game generated the terrain, randomized the direction of the safe zone, and generated the spawn location of the players. The inevitable issue: when you generate things, you need a way to delete them. This was a way to delete the cardboard boxes that players spawned in. I scrapped it later.


Promotional Shaders

Promotional shaders

UnrealIllustrator

These shaders use the Unreal material graph with no flipbooks and a “keyframe” like setup. I created multiple shader functions to make the process easier. I created the vector art in Adobe Illustrator.

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Sci-Fi Cube Study Shader

Sci-fi cube shader

Substance 3D

Study I did when learning substance designer.

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