The mask was made in Substance Painter and was taken into Unreal Engine where it was lerped together with the tileable rock textures. It essentially works by masking out different parts of the rock by color (Red, Blue, and Green) and assigning different tiling textures to each color accordingly. Casper Wermuth has a great tutorial on ArtStation explaining this process. Using the RGB mask workflow allows for a higher texel density whilst reducing any repetition you would see when just using a single tiling texture. I used the RGB mask workflow for the rocks in this scene. It was super frustrating at first, but overall worth it. It is just one of those things that you really have to get your hands dirty with to understand. My mentor, Aaron, really encouraged me to learn more complex shader work which really opened my mind up to how useful they can be. Materials and shaders were something that I tended to shy away from since I always found nodes to be somewhat intimidating. This included one for the rocks, one for the landscape (which included the snow and the ice), and one for props and hero assets. Three main master materials were made for this scene.
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