MATERIALS IN-DEPTH

MATERIALS // TEXTURING // WORKFLOW DEVELOPMENT // 3D // BLENDER // SUBSTANCE DESIGNER & PAINTER // UE

** Please note: Due to NDAs, various fashion, garment, and specific environment work completed for The Modern Mirror cannot be displayed publicly. However, I’d be happy to discuss my contributions and experience in detail during interviews. **

UE Fabric library (ww & mw)

UE FABRIC LIBRARY (WW & MW) // BREAKDOWN

        While working at Modern Mirror, our team began to experience friction in managing 3D visualizations for smaller tailoring clients. These projects were pulling bandwidth away from enterprise-level accounts—especially during peak development windows for virtual fit testing and marketing output​.

        I recognized an opportunity to create a centralized, reusable asset system to reduce production time for redundant or similar renders. My goal was to develop a modular material library that could be quickly deployed for internal previews, client meetings, or placeholder renders—without retexturing from scratch each time.

Key takeaways:

  • Proactively created a high-fidelity fabric library in Unreal Engine (UE DirectX), featuring standardized shaders for a range of commonly requested tailoring fabrics, including linen blends, wool loden, twill checks, and specialty patterned suiting materials​.
  • Developed and tested materials across menswear and womenswear assets, ensuring cross-compatibility for both virtual fittings and promotional renders. These included color variants, weave densities, and PBR values calibrated for real-world accuracy.
  • Delivered visual documentation (pages 2–8) for use by the internal team, including alternative fabric tests, swatch library layouts, and stylized branding applications​.
  • Collaborated with account and visualization teams to integrate the materials into our pitch decks, placeholder mockups, and standardized project workflows—cutting prep time significantly for recurring projects.

        The library drastically reduced turnaround time for onboarding new clients while maintaining visual quality and brand alignment. It became a foundational asset in our internal pipeline—used across fitting demos, internal training, and pre-visualization efforts. My initiative directly supported our ability to scale without sacrificing quality or overextending resources, and established a best practice now embedded in the team’s broader 3D workflow strategy​.

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Environment texture library

ENIVORNMENT TEXTURE LIBRARY // BREAKDOWN

        As Head of 3D Environments at Modern Mirror, I was tasked with building an entirely new pipeline to meet the growing demand from clients who wanted their digital garments and humans presented in immersive, branded virtual spaces. Our team was still small, and I was simultaneously handling garment work. To scale this area, I onboarded two new hires and needed a way to set clear technical standards, improve productivity, and ensure visual consistency across deliverables.

        I needed to create a centralized environment texture library to standardize quality, reduce redundant texturing tasks, and give my team the freedom to focus on their individual strengths—particularly since one team member was struggling with layout and composition. The library had to be flexible enough for various projects, from retail displays to cityscapes, and support a wide range of use cases, render pipelines, and resolutions.

Key takeaways:

  • Created a diverse set of PBR textures using Substance Designer, Painter, and custom photo scans for elements like concrete, paint layers, plaster, leaf debris, dirt, and metal damage. These were built for both DirectX and OpenGL pipelines, and exported in multiple resolutions up to 8K​.
  • Focused on utility and realism, building out custom alphas, masks, and stencils (e.g., leaks, cracks, worn edges) to accelerate detailing during look-dev and texturing stages​.
  • Integrated real-world references (page 10) into material logic—ensuring environmental wear patterns, scale, and tone aligned with real architecture and landscape behaviors​.
  • Built custom alpha masks and brushes for fine surface detailing and demoed real-world application in environment mockups to ensure usability​.
  • Used this system to train my team, enabling one member struggling with scene composition and layout to focus entirely on structure and lighting without worrying about texturing bottlenecks.
  • The materials were modular and tileable—shown in demos on pages 11–13—allowing team members to apply surface logic across different surfaces quickly and maintain a consistent level of polish across environment renders​.

        The library cut our average R&D time for mid-to-large virtual environments from 4 weeks to under 2.5, significantly increasing creative output and client satisfaction. It also gave my team a trusted foundation for developing layouts, refining lighting, and presenting higher-fidelity environments faster.

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ACW CARDIGAN TEXTURE RECREATION

ACW CARDIGAN RECREATION // BREAKDOWN

        As part of the larger Zach’s Digital Closet project, I wanted to challenge myself with recreating a heavyweight knit garment—a texture I hadn’t tackled before. The piece included multiple color transitions and frayed yarn details, requiring an advanced custom texturing workflow to produce a realistic and production-ready result​.

        My goal was to recreate this specific ACW cardigan with complete control over material fidelity—starting from scratch. I wanted to simulate yarn structure, color transitions, fray effects, and garment wear without relying on scanned inputs, building the textures fully in a digital environment.

Key takeaways:

  • Used Substance Designer to digitally “weave” the fabric, creating both the fiber structure and color logic from the ground up. The color gradient—dark blue, light blue, cream—required separate logic blocks and careful coordination across UV space​.
  • Pattern-cut and simulated the garment in CLO3D, exporting maps to serve as a base for texture baking and detailing​.
  • In Substance Painter, I added variation through custom wrinkle brushes, roughness layers, and subtle logo treatments. I used curvature, AO, and dirt generators to enhance realism at seamlines and add wear accumulation​.
  • Implemented a hair particle system in Blender to simulate frayed yarn along high friction areas across the garment—adding micro-detail that elevated the tactile realism of the final piece.
  • Final tweaks and render passes were completed in Blender, where I fine-tuned shader complexity and lighting to showcase the true depth of the knit and the subtle surface irregularities​.

        This project not only pushed my technical capabilities—it became a blueprint for my texturing workflow when handling complex materials. I developed a scalable, modular pipeline that balances realism with efficiency, and the results speak to my deep understanding of material behavior, shader construction, and garment integrity across platforms.

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starry night HOODIE TEXTURE RECREATION

STARRY NIGHT HOODIE RECREATION // BREAKDOWN

        As part of my Zach’s Digital Closet series, I selected this hoodie as a way to deepen my understanding of garment aging, surface wear, and procedural material control—specifically through custom texture map generation and weight painting for element placement​.

        My goal was to build the garment from scratch and simulate both realistic wear patterns and precise rhinestone placement using custom maps. I wanted to test how far I could push Substance Painter and Blender’s particle systems together by treating maps not just as surfaces, but as functional tools for object control and material fidelity.

Key takeaways:

  • Created the knit structure in Substance Designer, weaving the fibers digitally and developing a realistic base that could carry both macro and micro wear details​.
  • Pattern-cut and simulated the garment in CLO3D, exporting maps to serve as a base for texture baking and detailing​.
  • In Substance Painter, I generated multiple custom maps:
            - A rhinestone placement roughness map, used later as a weight paint input in Blender to place individual rhinestones procedurally​.
            - A grey wash mask, using layered dirt and color adjustments to simulate real-world fading from wear and washing​.
            - Additional stitch color variation, rust generator layering, and surface buildup maps to ensure believable material aging.
  • Final render pass and rhinestone placement handled in Blender, where I used a the black and white texture map generated in substance painter as a weight paint map for a particle system to ensure the rhinestones were placed correctly and interacted believably with the hoodie’s curvature and shadows​.

        This project became a benchmark for my ability to control both surface detail and object placement through map-driven workflows. It reflects my deep understanding of how to merge visual polish with functional logic, and showcases my ability to solve complex problems in a multi-software pipeline.

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PRADA SHIRT #1 TEXTURE RECREATION

PRADA SHIRT #1 RECREATION // BREAKDOWN

        As part of Zach’s Digital Closet, I recreated a Prada shirt from my personal wardrobe—one I wear frequently and know intimately. Because of its simple construction and bold custom print, any small deviation in texture, fold, or color treatment would be immediately noticeable, making fidelity critical​.

        My objective was to recreate this cotton twill shirt from scratch with a focus on realism, especially the feel of the fabric's weight, drape, and the precise tiling of a complex custom print I manually rebuilt in Illustrator. This project needed to reflect how the shirt feels in real life—not just how it looks on screen.

Key takeaways:

  • Used Substance Designer to simulate the twill weave, creating both the weft/warp structure and the subtle diagonal sheen found in cotton blends​.
  • Digitally pattern-cut the shirt in CLO3D, incorporating the real garment’s construction logic and proportions, which I had a tactile understanding of from wear.
  • Recreated the bold retro print tile from scratch in Adobe Illustrator, ensuring it tiled seamlessly and landed accurately across body panels​.
  • In Substance Painter, layered wrinkles, dirt, stitch wear, and fabric edge wear to build out the character of a worn favorite. I paid particular attention to areas where creases naturally form—under the arms, along the collar, and at the hem​.
  • Final shader adjustments and lighting setup in Blender captured the soft but structured silhouette of cotton twill—emphasizing its shape retention and fold logic​.

        This project showed that I could replicate not only complex prints and textiles but also the emotional realism of a worn garment—conveying its weight, wear, and structure accurately. It deepened my understanding of how subtle surface effects and behavioral fabric logic influence perception.

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PRADA SHIRT #2 TEXTURE RECREATION (VIEW ON YOUTUBE!)

PRADA SHIRT #2 RECREATION // BREAKDOWN

        For this piece in Zach’s Digital Closet, I recreated a complex Prada shirt featuring an oversized, placement-specific all-over print. Unlike tiled patterns, this print had to match exact positions across panels, and because the garment itself is so simple, any detail misalignment or texture flaw would be immediately visible​.

        My challenge was to replicate the visual and physical accuracy of this shirt, particularly its artwork placement, edge wear, and the feel of the light-weight cotton fabric. Getting it “just right” meant developing a hybrid workflow for print alignment, color balance, and fine edge variation.

Key takeaways:

  • Rebuilt the artwork by hand in Photoshop, starting from photographs of the real garment. This required manual editing, stitching, and painting to reassemble the composition at high resolution and accuracy​.
  • Created the base fabric in Substance Designer, weaving a new cotton base with a medium fiber grain, and building the full PBR map set including AO, roughness, height, and curvature maps​.
  • Patterned and simulated the shirt in CLO3D, ensuring that any deviation in pattern alignment wouldn’t throw off the artwork. A major technical constraint was that any shift—even a few pixels—would misalign critical visuals like the Prada logo or topographic lines across seams​
  • In Substance Painter, I introduced wear effects specifically where I noticed fabric aging in the real garment: sleeve edges, front hem, CF. I used dirt and rust generators together with color grading and UV border masks to subtly fade those areas​.
  • Final material adjustments and lighting were done in Blender, where I fine-tuned material contrast, normal and displacement intensity, and soft fabric folding, reflecting how the cotton hangs in real life​.

        This project pushed my pipeline precision and demonstrated my ability to problem-solve highly sensitive material placement issues. The final render not only achieved visual fidelity but also tactile believability—successfully simulating how weight, wear, and print interact on a real-world garment. It’s a great example of my attention to detail and readiness to deliver quality work where accuracy and realism aren’t just aesthetic—but functional requirements​.

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Heliot emil JACKET TEXTURE RECREATION (VIEW ON YOUTUBE!)

HELIOT EMIL JACKET RECREATION // BREAKDOWN

        As part of Zach’s Digital Closet, I selected this jacket for its unique structural challenges. Unlike simpler silhouettes, this piece featured overlapping elements over the zipper, custom hardware, and seam taping throughout—making it a strong test of my ability to balance complex pattern logic and nuanced material behavior​.

        My goal was to digitally recreate the jacket from scratch with a strong emphasis on construction logic, surface interaction, and material realism, particularly the way seam taping subtly altered the seam normal and displacement. I also had to handle accessory modeling and patterning deviations that couldn’t be approached in a standard CLO3D setup.

Key takeaways:

  • Digitally pattern-cut the garment in CLO3D, carefully engineering the overlapping zipper cover and asymmetrical panels. This required precision since minor misalignment would distort the intended geometry​.
  • Built the polyester base material in Substance Designer, simulating tight weave and integrating map layers for roughness, normal, AO, height, and curvature that would support the clean, modern exterior finish​.
  • Created custom button assets and minor trim in Blender to match the hardware used on the real jacket, ensuring the scale and form were in sync with the garment’s proportions​.
  • In Substance Painter, I painted seam taping along key stitch lines and used map blending and UV-driven displacement to show how the taping subtly stiffened or raised the fabric—visible in shoulder curves, sleeve openings, and the central zip seam​.
  • Final texture tuning and scene rendering done in Blender, where I carefully lit to highlight the differences in material sheen and directional warp—essential for showcasing contrast in layered construction.

        This project validated my ability to recreate architecturally constructed garments that go beyond simple simulation. The interplay between material behavior, stitching, and seam structure was rendered with precision—highlighting my understanding of both fashion design and digital translation.

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Custom design TEXTURE CREATION (VIEW ON YOUTUBE!)

CUSTOM DESIGN TEXTURE CREATION // BREAKDOWN

        Building on my earlier personal style development project, I chose to expand one of my favorite looks into a fully styled, technically refined presentation. This included the addition of accessories, a posed avatar, and deeper surface detailing across each garment. The centerpiece was a matte nylon puffer jacket modeled after one I personally own​.

        I aimed to test the maturity of my workflow—specifically how quickly and cleanly I could deliver a multi-garment, highly textured look with accessories. This project needed to reflect both my evolving design language and the robust texture pipeline I had built over months of technical experimentation.

Key takeaways:

  • Patterned and simulated garments in CLO3D, including the puffer jacket, trousers, and beanie​.
  • Created layered materials for each piece in Substance Designer and Painter, generating custom maps for base color, roughness, height, and curvature. Highlights include:
            - Wrinkle and stitch detailing from custom scans on the puffer​.
            - Grime, rust, and wear maps on trousers using layered generators​.
            - Custom shader logic and node systems in Blender, allowing for precise material behavior and lighting response​.
  • Styled and posed the full look, adding accessories like sunglasses and boots, and rendered in Blender with controlled lighting to accentuate texture depth​.

        The project was completed faster than expected due to the efficiency and scalability of my texturing workflow. It stands as one of my strongest style-tech hybrids—merging form and surface detail into a cohesive presentation. This look proves my ability to art direct, texture, style, and deliver photoreal visuals independently.

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