Tonight I’ve experimented a bit with materials in Unreal Engine 4. Man, I just love this engine! 🙂
Anyway, I wanted to see if I could add some detail texturing that are projected in world space and only appears on the side of the rocks.
So I sculpted a basic striae typed rock and used that sculpt to create tiling albedo/roughness, ao and normal maps. I then proceeded to a create a bi-planar world texture projection in unreal engine 4 and then blended the results with the base maps of the rock material. The result looks quite good to me, I just need to break the pattern a bit here and there with some procedural noise mask and it’ll be good to go 🙂
I’m continuing my experimentations with rocks. I added one medium/small rock variation and also made 2 rubble/ground transition sculpt (mainly based on the other rocks) and played with materials in Unreal Engine to add a detail normal map/albedo. The roughness might be a bit too low, it’s a bit too shiny I guess.
I also learned to make layered materials and added a snowy/mossy variant just for fun. I’m quite happy with the result so far.
As promised, I’ve continued my experimentations with rocks. I also tried Substance Painter for the first time and I must say I’m quite impressed by this software. It’s really user-friendly and super powerful!
Anyway, I trashed a lot of failed attempts and restarted from scratch several time but I’m quite happy with those 3 so far. I intend to add at least one smaller rock to the pack, maybe a medium one as well and create some material variations.