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!!!