Unreal 5 Render

Unreal 5 Render

An example of a Material Instance for hero objects (with baked 1 to 1 normals and AO). I created a pack mask of 3 different masks extracted from Substance Painter and put the AO in the alpha channel.
An example of a purely tiling Material Instance. This allows the user to control the amount of tiling per layer of the material, so it is specific to each object. This way Texel Density can be controlled more precisely.
Above are the retopologized assets for the in-game scene. Below are the hi-poly original assets. I leveraged quad-based modeling to make it easier to reduce and UV the assets for the game scene. (They are in Maya's hipoly preview mode)
This is a Redshift render to show off the hi-poly assets.
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