Erik Svensson

Technical Artist

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Environment Art

Procedural Rust

Role Technical / Environment Artist
Tools Unreal Engine, Substance Designer
Timeline 3 weeks
Category Shaders

Project Overview

This project showcases the creation of realistic procedural rust materials using Unreal Engine and Substance Designer. The materials dynamically respond to surface depth, allowing rust and moss to accumulate naturally in crevices and low-lying areas.

Tank mesh — rust accumulation in lit scene

Car with procedural rust — lit

Car mesh — full rust and moss blend

Main hero shot

Hero shot — both meshes in scene

Technical Approach

This project uses signed distance field techniques which allow for a dynamic rust and moss layer height based on the depth of the surface.

Material Function graph

Shared material function — SDF depth blending logic

Base material graph

Base material layer

Rust material graph

Rust layer material

Moss material graph

Moss layer material

Artistic Approach

Tank — no water level

Tank — dry state, no water SDF influence

Tank roughness map

Roughness channel — rust vs. clean metal contrast

Material blending breakdown

Layer blending — transition between rust and base

Key Learnings

This project taught me valuable lessons about environmental storytelling through weathering and decay. The challenge of making military hardware look convincingly abandoned while maintaining visual interest pushed my skills in both artistic direction and technical execution.