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Unreal level I spent a chunk of this fall working on. All assets seen here used share a set of trim texture and tiler materials, all grayscale using overlay tinting for color variation, as well as detail normal and roughness tiling overlays. I'm using a masking system to blend in additional material layers. The masks are painted in with vertex paint. The setup also allows for 1:1 baked masks to be applied using a 2nd UV set. This method is fun for personal projects, but I would be hesitant to recommend it for a shipping project, as vert painting can be quite expensive.
All geometry modeled using Blender, textures generated in Blender and Substance Designer/Substance Painter. Steam effect from a free Unreal Marketplace asset pack.

Progression! Started out much much "smaller" but was really me overshooting the size of the platforms. The player ended up tiny on those things so I made a major scale adjustment, but it only really affected the circular platforms.

Progression! Started out much much "smaller" but was really me overshooting the size of the platforms. The player ended up tiny on those things so I made a major scale adjustment, but it only really affected the circular platforms.

Sampling of the asset gym. Tip for duplicating radially: Add a cylinder at your center point, dupe a mesh, select cylinder last. The cylinder will be the pivot point. Thanks Chuck Wilson!

Sampling of the asset gym. Tip for duplicating radially: Add a cylinder at your center point, dupe a mesh, select cylinder last. The cylinder will be the pivot point. Thanks Chuck Wilson!

Sampling of some of the textures used.

Sampling of some of the textures used.

Fly thru with Tron music cuz why not

Quick demo of the vert color driven mask painting. Quality as with vert color is driven by geometry density and texel density.