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Environment Art_04 - Railway_Signal_Box - Unreal Engine Project

Unreal Engine project, Environment Prop asset

UE_Project https://drive.google.com/file/d/1qlXdexuyza8Z8brgaAL38wMc-_0aYxgn/view?usp=sharing (Project was made in UE 4.26, it works in UE5 with few errors)

Source Files https://drive.google.com/file/d/1x4Ed92RJcdBA5OWfT9c_Pt4lVCSdQbha/view?usp=sharing
Maya, Marmoset, Painter and FBX files are included

Shader and pipeline are still in progress but I can call it 80% done and lots of you wanted to see what's my approach for this workflow and because of that I've decided to share my UE project and Source Files with the community.

You can do what ever you want with this project =)

Base Layer is utilized by the first UV set and it establishes the surface material.
Trim Layer is utilized by the second UV set and it helps with blending the surfaces seamlessly.

Base Layer is utilized by the first UV set and it establishes the surface material.
Trim Layer is utilized by the second UV set and it helps with blending the surfaces seamlessly.

Adapted tile textures from Quixel.
Using and adapting Quixel textures saves a lot of time in general and allows for quick prototyping at the start of the project. Most of the changes are Color desaturation and tuning down the contrast of detail.

Adapted tile textures from Quixel.
Using and adapting Quixel textures saves a lot of time in general and allows for quick prototyping at the start of the project. Most of the changes are Color desaturation and tuning down the contrast of detail.

Quixel assets adapted to a Trim map.
Three different texture sets transferred to one Trim UV set.
Texture was additionally changed in painter in order to fix seams and blank spaces after transfer.

Quixel assets adapted to a Trim map.
Three different texture sets transferred to one Trim UV set.
Texture was additionally changed in painter in order to fix seams and blank spaces after transfer.

Assembled assets using Base Trim/Atlas Layer and Trim Layer.

Assembled assets using Base Trim/Atlas Layer and Trim Layer.

Assembled assets using Base and Trim Layers.
(Please note that the model it self is not grid modular and was constructed entirely in Maya)
Secondary UV Set Trim Layer is used to add edge details and connection points.

Assembled assets using Base and Trim Layers.
(Please note that the model it self is not grid modular and was constructed entirely in Maya)
Secondary UV Set Trim Layer is used to add edge details and connection points.

RGBA Position Mask and Overlay Color are utilized by the tertiary UV set.
Their purpose is to add wear, grime and macro uniqueness to the asset.

RGBA Position Mask and Overlay Color are utilized by the tertiary UV set.
Their purpose is to add wear, grime and macro uniqueness to the asset.

Layer Blending
Base - White
Trim - Yellow
Paint - Pink
Wear - Red
Environmental - Green
Grunge - Blue

Layer Blending
Base - White
Trim - Yellow
Paint - Pink
Wear - Red
Environmental - Green
Grunge - Blue

Shader is blending Base, Trim, Wear and Overlay layers.

Shader is blending Base, Trim, Wear and Overlay layers.

Layers blending and Leaves added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves and Dirt skirt added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves and Dirt skirt added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves and Dirt skirt added as mesh alpha cutout decals using tile texture.

Layers blending and Leaves and Dirt skirt added as mesh alpha cutout decals using tile texture.