Village UE5 Project
In Game Screenshots, Real Time Render (UE5.5)
building assets, swamp landscape, and lighting (HDRI) are on different levels (always streaming )for management
render with post process volume
Base Color
Roughness
Modular Kit
After research and sketching, I created a modular kit for this swamp village project. Highlighting designs on decorative trims and overhanging molding (Islamic), as well as creating a more dynamic modular kit for different building and stacking purposes. All of this is to follow my first draft of design (scroll down to see more)
Trimsheet
Trimsheet was created in zbrush and later in Substance Painter. It covers materials range from painted wood, bare wood, stained wood, tiles, and plaster.
Trimsheet Use on Geo (Red) Trimsheet Use on Floating Decal (Yellow)
Main reference
Layered Material in UE5
the master material and following material functions were created following tutorials by MOZTIFY, with added modification to fit my own personal gaming asset workflow. As you can see down below, this door material calls the same texture in each layer but with albedo parameter and tint parameter to alter overall look.
Modification: material masks
Using substance painter, to create grunge, curvature, and dirt mask and export in RGB channels. Only curvature and Dirt masks are used in this specific project since my master wood texture M_Wood_A5 is tilable and created with wood randomness. (so i skipped the grunge mask)
UV Channels in Layered Materials
some assets have two UV channels (one for trim sheet usage, 1 for substance painter masks) So it is important to find a non-destructive way to switch between two channels. Having this also helps to keep the layers organized and have the freedom to curate if it is moss or dirt or worn edges, etc for the comeplete look
Vertex painting
vertex painting can also be used on top of the Curvature/Dirt Mask. With the first mask connects to the green chanel, and the second one to blue. Transition and Finessing can be easily achieved. This comes in handy when it comes to moss or fallen leaves.
Modular walkway kit
trimsheet Breakdown
Albedo
Normal
Occlusion + Roughness+ Normal
ID
EARLY CONCEPT
Path tracing render
Lumen render
mid poly mesh with high poly material and decal (high poly mesh are kitbash)
materials