Demoing the Dynamic Material Instance controllers in real-time. Each ColorSet can be driven by individual components (with readable names) and connected to external game systems like events or audio reactivity.
Example: Stylized Material reacting to Audio Cue
Modular Materials: Stylized Character
A material framework for dynamic control of a stylized character.
I broke down the material into core components: a PBR base, stylized coloring, performer eyes, performer skin, then effects.
The PBR base is similar to the breakdown i did of my Structured PBR Base example, it takes in the standard PBR textures of your choice.
The enhancement comes from the stylized coloring which sectioned out portions of the model into 10 uniquely controlled areas for custom coloring. You can change the base color and the "shadow" color of each section. Shadow coloring was the inverted masking of the AO channel to add a little boost when the performer was in the dark.
The performer eyes switched the shader model to a subsurface pass and added the ability to tweak the eye parameters like iris size and color.
The performer skin was a simple layer that changes the shader model again, but to pre-integrated skin, and offered a tweak to the SSS color.
The final blocks are additional effects like emissive glows, gradient coloring to tweak coloring, and dissolve.
You can see this material in action in my Live Concert projects at the Wave:
Wave Makers: https://www.artstation.com/artwork/WXxqbE
Black Gryph0n: https://www.artstation.com/artwork/wr1wyL
Calvin Harris: https://www.artstation.com/artwork/X1y8Nl
Teflon Sega: https://www.artstation.com/artwork/qJgEV2