Contribution to SimCenMar (Royal Netherlands Naval Simulation Center)

Re-sharing works also found on https://www.artstation.com/simcenmar. There's more to see there, be sure to check it out. :D

Here are some of the projects I had the pleasure to contribute to as a reservist at SimCenMar (Royal Netherlands Naval Simulation Center).
My main role on the projects is mentoring interns and giving workshops and hands-on training in material creation (Substance 3D Painter, Substance 3D Designer, and a bit of Substance 3D Sampler), as well as Unreal Engine shaders and tech art as well as pipeline design.

It's great to wear many hats, and add value to something that keeps the seas a bit safer.

Torpedo Reload Drill - I worked on shaders for interaction and highlighting mainly, also a bit of particle/tech art work.

Torpedo Reload Drill - I worked on shaders for interaction and highlighting mainly, also a bit of particle/tech art work.

LCVP - Loads of shader work. Performant glass materials with localized reflections, water with caustics, water jet particle effects. Also created a lot of smart materials the other artists could use as a base library to build their materials on.

LCVP - Loads of shader work. Performant glass materials with localized reflections, water with caustics, water jet particle effects. Also created a lot of smart materials the other artists could use as a base library to build their materials on.

LCVP - Loads of shader work. Performant glass materials with localized reflections, water with caustics, water jet particle effects. Also created a lot of smart materials the other artists could use as a base library to build their materials on.

LCVP - Loads of shader work. Performant glass materials with localized reflections, water with caustics, water jet particle effects. Also created a lot of smart materials the other artists could use as a base library to build their materials on.

LCVP - Loads of shader work. Performant glass materials with localized reflections, water with caustics, water jet particle effects. Also created a lot of smart materials the other artists could use as a base library to build their materials on.

LCVP - Loads of shader work. Performant glass materials with localized reflections, water with caustics, water jet particle effects. Also created a lot of smart materials the other artists could use as a base library to build their materials on.

Navigation Simulation - I textured the boat and helped creating shaders for the displays the players use, set up material collection parameters for a day/night cycle with lights turning on behind building windows, worked on building shaders and pipeline.

Navigation Simulation - I textured the boat and helped creating shaders for the displays the players use, set up material collection parameters for a day/night cycle with lights turning on behind building windows, worked on building shaders and pipeline.

Navigation Simulation - I textured the boat and helped creating shaders for the displays the players use, set up material collection parameters for a day/night cycle with lights turning on behind building windows, worked on building shaders and pipeline.

Navigation Simulation - I textured the boat and helped creating shaders for the displays the players use, set up material collection parameters for a day/night cycle with lights turning on behind building windows, worked on building shaders and pipeline.

Navigation Simulation - I textured the boat and helped creating shaders for the displays the players use, set up material collection parameters for a day/night cycle with lights turning on behind building windows, worked on building shaders and pipeline.

Navigation Simulation - I textured the boat and helped creating shaders for the displays the players use, set up material collection parameters for a day/night cycle with lights turning on behind building windows, worked on building shaders and pipeline.