Materials I made an office in UE4 to test the sub. designer materials I'm working on: tiled floor:
ceiling tiles w emissive channel
I made a few quick office props and played w lighting, and ended up making a big hole in the corner.
Added some coffee stain decals to the floor
Some material workflow experiments using a mixture of Maya/Mudbox, rendered in Marmoset:
High poly source mesh in Maya:
High poly source mesh in Maya:
Using a tiling plane in Mudbox to sculpt a high-poly source:
From my crab guys experiment, here's a bit more detail of the terrain material set-up.The terrain is an imported mesh from Maya, I'm using a 4 material PBR blend created with the Amplify shader editor. I use the RGB texture (below) to hold the masks between the 4 layers. Here's my work flow on 3 ground materials, the base meshes I start with (top), and the high-poly imported back from mudbox (bottom), ready for baking to textures in Maya.
I started experimenting with making custom alphas/tools in Sub. Painter (alien snot!):
This time I did a quick mudbox sculpt and I learned how to add an emissive slot:
Lately I've been playing around with Substance Designer And importing the results to an Unreal terrain material
more playing around with Sub. Designer (rendered w Marmoset Toolbag):
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