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PARTHENON WIP

The goal of this project was to learn how to create large Environment Props with equal texel density across all assets, no matter the size of the object, without using unique textures or any highpoly modeling.

In order to achieve that, I had to become familiar with Unreal Engine 4 and it's shaders.
It was a long journey (about a year).
I've went through a lot of trial and error in order to come close to what I had in mind.

So I would like to present to you the PARTHENON (at least my version of it) first of many Environment Arts I'm going to create for you (more on that latter).

Its not a perfect model, well, at least not as good as what I had originally thought of, but being the first of many, it gave me a good insight into what I have to fix and improve upon workflow and general art. ( its a lot of stuff :/ )

Pictures will explain the process of making this workflow and what shaders accomplish.

Workflow summarized:

. Midpoly with 3 UV sets

. First uv set is for tilable maps

. Second is for R.G.B.A masks

R - edges

G - damage

B - dirt

A - shader is going to explode, need to find a way to optimize it so I can add something to the alpha channel :P

. Third uv set is used for trim texture (exp used for edges)

All of that is combined in the Master Material to provide a final result.

I am planning to release the shader and future Env models on Unreal Engine Store for you for free so you can try it out and play with them yourself.

Hopefully you'll enjoy my work and what I have for you down the line.

Additional workflow presentation gifs will be added in coming days!!!

Damage was done combining all masks together plus trim mask for additional detal

Damage was done combining all masks together plus trim mask for additional detal

All assets have texel density of 8 pixels per centimeter

All assets have texel density of 8 pixels per centimeter

Repetition is broken mostly using world space variation mask and unique dirt mask

Repetition is broken mostly using world space variation mask and unique dirt mask

Blend of base trim/tile texture with trim/tile damage texture trough hight map and damage mask + vert paint

Blend of base trim/tile texture with trim/tile damage texture trough hight map and damage mask + vert paint

Dirt Skirts for some corners,

Dirt Skirts for some corners,

Dirt Mask has 1 pixel per centimeter Tile Texture has 8 pixel per centimeter, blending Hight map of Tile Texture with Dirt Mask shader can bring up the resolution of the Dirt Mask

Dirt Mask has 1 pixel per centimeter Tile Texture has 8 pixel per centimeter, blending Hight map of Tile Texture with Dirt Mask shader can bring up the resolution of the Dirt Mask

Sterobites/steps repeat in rows of two and in some cases every second one is a repeating tille

Sterobites/steps repeat in rows of two and in some cases every second one is a repeating tille

Graph network for the workflow
Variation and Dirt material is just tinted base texture

Graph network for the workflow
Variation and Dirt material is just tinted base texture

All textures consist of two texture maps
1. RGB - for the color A - roughnes
2. RG - normal map - B - metalnes A - hight

All textures consist of two texture maps
1. RGB - for the color A - roughnes
2. RG - normal map - B - metalnes A - hight