Dead Space Pod Bay [UE5] & [UE4]
In this personal project, I brought assets from an older project I worked on and optimized them for a game engine. This scene is using 4 materials total, with material instancing being used for the majority of assets here. I created a material that takes a base material and then a mask pack, which included edgewear, a dirt mask, and an aged mask. This allowed me to use the same basemetal texture on every single asset, allowing for more flexibility and optimization in the final result. I still baked 1 to 1 maps for the main objects, such as the pods and the frames around them. But these assets were colored using the pack mask workflow (extracted from Substance Painter). Update: Re-lit this project in Unreal 5. The top two images on this page were done in Unreal 5, everything else was done in Unreal 4