MATLIB

Your complete library to empower your Unreal worlds.

Aleksander Danilovac Aleksandar Danilovac3D Environment Artist at Xbox Games Studio | Inxile Games

During the creation of my environment, MATLIB materials helped me speed up my iteration process for my environment. While at the same time helping me keep the numbers of the materials I needed to the minimum.

01 Overview

Elevate your assets

All Materials and shaders are created to enable you to bring out the best out of your textures and give them the best look of your assets at any angle. We go an extra mile of the usual Master Material, as we try to always include the most recent features of the current advancedements of real-time technologies.

Adjusted to most people needs, delivering from complex 4-Layer Vertex Painting with Oily puddles to a simple prop master material.

Full control through Material Instances

Each Master Materials comes packed with tons of options, available to tweak at their material instances. Allowing you to iterate in a continous manner, even without the need of going back to other softwares to make tweaks that can be done in-engine and in real-time without any perfomace impact.

Ray-Tracing and Real-time Ready Materials

Our materials are prepared to look the best at the most demanding situations from virtual productions scenarios where ray-tracing and path-tracing are at the top of the stack to deliver that photorealistic experience to also their counterpart of game and real-time experiences; such as high-fidelity visuals games or a Virtual Reality Architecture Visualization demo.

Blueprint Shader Screenshot

Slow-cooked using Unreal Engine Blueprint System

Made using Unreal Engine Visual Scripting system in order to deliver the most flexible and modular design of the materials, and allowing anyone in hold of MATLIB to customize the included materials and shaders to their production needs. As well, thanks to blueprint, the installation is as simple as a drag-n-drop to your desired folder.

Shira Eilan Shira Eilan3D Environment Artist at Embar Lab | Kena Bridge of Spirits

During the course of my project, I had many challenges and because of that I needed help during the creation of my shaders and materials. This library helped me speed up the process of the look-dev of my assets and focus more on the creative side of my world.

02 Features

Whatever you need. PACKED. At your fingerprints

PBR Metal-Rough ++

Tired of just being stuck with PBR Metal Rough and not being able to use Specular? MATLIB brings you the possibility of using Metal-Rough + Specular! And it doesn't stop there, as it also includes micro-shadowing and other neat features such as anisotropy! Just pair those two and enable some nice bent-normals and make your assets shine.

Slide 01
Enhanced Vertex Painting

Out-of-the-box we bring an enhanced vertex-painting material. Layer up your materials with currently up to 4-Layer Blend, and then weather them by using some procedural controls. Want to add water to your asphalt? Done! Want to add some cracks? Done! Want to add some Oily puddles? Done! All insinde one single material. *Sub-divided meshes not provided

Slide 02
Props and Tileables

Our Standard Master Material for Props and Tileables, are packed with tons of options. Able to change the Hue, Saturation, Lightness values on the fly to being able to debug your material if needed. Trims Shader is also included which lets you offset your trim to any desired direction. Let's not forget that you also have the option to use Parallax-Occlusion Mapping or Bump Offset to bring that extra depth.

Slide 02
Cloth

Clothing is one of those materials that no matter how hard you try they end up looking quite dull. Missing that sheen. We took the best of some of the current cloth shader models from Facebook Ready at Dawn | Order 1886 cloth shader and CharlieD Imageworks cloth shader and then translate them into Unreal to bring them to you.

Slide 02
Clearcoat

Bring that shine out of any surface. We know that there is clearcoat is already included into Unreal, but we changed the rules of the game a little bit. We simply bring you some extras to it. By letting you add some imperfections and weathering to your clearcoat, by simplying using some masks. Plug-n-play and scratch that new car.

Slide 02
Mikel Iriberri Mikel Iriberri3D Environment Artist at Hellbent Games

I was looking for a material library that would bring me enough flexibility for the scope of my project. MATLIB was exactly what I needed, bringing bunch of crazy options I never though about, bringing out the best of my props, and letting me just concentrate about other creative aspects of my environment.

03 Roadmap

WORK IN PROGRESS

  • Clearcoat for Hard-Surfaces
  • Ray-tracing ready Glass and Translucency for Props

PLANNED

  • Z-Up Procedural Materials
  • Landscape Materials
  • Foliage