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Cromwell Tank

Cromwell WW2 Tank made in Unreal Engine 4 using Environment workflow.
Model was done in Midpoly workflow, there is no Highpoly or Normal Bake, no Unique textures besides RGBA masks.
Point of this project was to create a Vehicle with texel density of 32 using tillable/reusable, trim textures and and unique RGBA masks.
To achieve this result I've made a shader in Unreal Engine which layers tillable textures by using RGBA masks.
Hope you like it :D

I hope this is gonna make sense

I hope this is gonna make sense

Asset uses 4k tileable and trim textures in order to achieve texel density of 32 pixels per centimeter

Asset uses 4k tileable and trim textures in order to achieve texel density of 32 pixels per centimeter

First UV set is used for Tileable textures

First UV set is used for Tileable textures

Second UV set is used for RGBA masks which tells the shader how to combine tillable textures

Second UV set is used for RGBA masks which tells the shader how to combine tillable textures

Third UVset is used for Trim textures
Trim textures are used for bolts and smaller parts of the tank

Third UVset is used for Trim textures
Trim textures are used for bolts and smaller parts of the tank

Example of the RGBA weathering masks which are done in substance painter with texel density of 2

Example of the RGBA weathering masks which are done in substance painter with texel density of 2

Additional RGBA mask for camouflage and tint

Additional RGBA mask for camouflage and tint

Example of the RGBA channels in Painter

Layering tileable textures in engine using only masks gives us this result

Layering tileable textures in engine using only masks gives us this result

Layering tileable textures in engine using masks which are divided with the height information of the tillable textures gives us this result

Layering tileable textures in engine using masks which are divided with the height information of the tillable textures gives us this result

Example of the Height map which are stored in the Alpha channel of each texture

Example of the Height map which are stored in the Alpha channel of each texture

Logic in upscaling lowres RGBA masks by dividing them with Height maps in engine

Logic in upscaling lowres RGBA masks by dividing them with Height maps in engine

Example of what shader is doing shown in Painter

Example of applying textures using vert paint in engine

Combining Layers in Unreal

Combining Layers in Unreal

Combining Layers in Unreal