This was a personal project I began after completing work on my final level for CSGO, I began experimenting with ways to push the boundaries of the Source Engine even further, moving to an entirely mesh based workflow constructed in a DCC, as well as developing a custom Substance filter that allowed me to quickly port PBR assets to Source's non-PBR workflow.
I relied on licensed Quixel Megascans assets as a testbed for my new workflows. The Substance node and graph work to composite information from a PBR material to a diffuse, normal, specular mask, glossiness, and reflectance texture. These textures have additional localized shading information applied to them based on the PBR inputs. This allowed me to quickly iterate on my work and author all of my content in PBR standards going forward when working with Source Engine.