Hello everyone!
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To change up this project a little bit compared to my other portfolio pieces I wanted to try my hands on unreal shader and try to better understand how to optimize my game assets. For roughly 4 weeks I took this prop from idea to finished renders with a lot of bumps in the road.
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In my shader, I am using an RGB mask that acts like the wear and tear details in my material. Instead of baking all my details in my texture, I have for example my rust detail in the red channel. With this setup, I have allowed myself to be able to use this material on other props as well without needing to texture and bake the material directly on other props.
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I would not have been able to finish this project in time if it wasn't for my mentor Anton Bång who has given me so much incredible feedback on how to improve my art and become a better game developer, also my technical artist Lukas Pålsson who help me better understand how a shader was created and how to work around my problems within Unreal Engine.
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Hand rig from : https://eugenep.artstation.com/